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5.0.11.89391 ptr #1
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@@ -13,6 +13,23 @@ | |
<CActorAction id="AdeptAttack"> | ||
<ImpactModel value="AdeptAttackImpactModel"/> | ||
</CActorAction> | ||
<CActorUnit id="Hydralisk"> | ||
<On index="65" Send="AnimBracketStart AttackSuperior Attack,Superior {} {} 0 1.245509 AsTimeScale"/> | ||
<On index="66" Send="AnimBracketStart AttackInferior Attack,Inferior {} {} 0 1.245509 AsTimeScale"/> | ||
<On index="67" Send="AnimPlay AttackCover Attack,Cover 0 -1.000000 -1.000000 1.500000 AsTimeScale"/> | ||
<On index="68" Send="AnimBracketStart Attack Attack {} {} 0 1.245509 AsTimeScale"/> | ||
<On index="73" Send="TimerSet 0.267000 MeleeAttackLaunch"/> | ||
<On index="74" Send="TimerSet 0.066700 MeleeAttackLaunch"/> | ||
</CActorUnit> | ||
<CActorAction id="MutaliskAttackSegment2"> | ||
<LaunchAssets Sound=""/> | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Fixed an issue where Mutalisk’s attack launch sound would play each time the attack bounced There is still an impact sound! This is not silent. Just it does not create sounds anymore that contain a Mutalisk's voice |
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</CActorAction> | ||
<CActorAction id="MutaliskAttackSegment3"> | ||
<LaunchAssets Sound=""/> | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Fixed an issue where Mutalisk’s attack launch sound would play each time the attack bounced There is still an impact sound! This is not silent. Just it does not create sounds anymore that contain a Mutalisk's voice |
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</CActorAction> | ||
<CActorRange id="SensorTowerRadar"> | ||
<Range value="27.000000"/> | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Sensor Tower's Radar range reduced from 30 to 27 This changes the range indicator's size |
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</CActorRange> | ||
<CActorAction id="TempestAttackGround"> | ||
<ImpactModel value="TempestAttackGroundImpact"/> | ||
<!--ImpactModel value="TempestGroundAttackImpactModel"/--> | ||
|
@@ -48,6 +65,7 @@ | |
<On Terms="SupporterDestruction" Send="AnimBracketStop BSD"/> | ||
<HostForProps Subject="ShieldBatteryRechargeEx5@Beam" Scope="Caster" Actor="Find"/> | ||
<ModelFlags index="AllowHitTest" value="0"/> | ||
<FogVisibility value="Hidden"/> | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. undocumented: Hides the Shield Battery's recharge's impact model in the fog of war I assume that it created a snapshot image in the fog when you loose vision of the recharged structure. Now this is gone, so only the structure's snapshot image is displayed in the fog of war. |
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</CActorModel> | ||
<CActorList id="NexusShieldBatteryRangeIndicatorHelperList"> | ||
<On Terms="ActorCreation" Send="ExternalFinderAdd"/> | ||
|
@@ -74,7 +92,7 @@ | |
<On Terms="SelectionLocalUpdate.Nexus.Stop" Send="Destroy"/> | ||
<Icon value="Assets\Textures\RadarIcon2.dds"/> | ||
<IconArcLength value="1.750000"/> | ||
<Range value="9.800000"/> | ||
<Range value="10.000000"/> | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. |
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</CActorRange> | ||
<!-- --> | ||
<!-- Nexus ................................................................................. --> | ||
|
@@ -840,6 +858,9 @@ | |
<On Terms="Upgrade.AnabolicSynthesis.Remove; !ValidateUnit IsUltraliskBurrowed" Target="UltraliskAnabolicSynthesisUpgrade" Send="Destroy"/> | ||
<On Terms="AbilMorph.BurrowUltraliskUp.Finish; ValidatePlayer HasAnabolicSynthesisUpgrade" Send="Create UltraliskAnabolicSynthesisUpgrade"/> | ||
<On Terms="AbilMorph.BurrowUltraliskDown.Start" Target="UltraliskAnabolicSynthesisUpgrade" Send="Destroy"/> | ||
<DeathActorModelLow value="UnitDeathModel"/> | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. This changes Ultralisk's death model physics. I do not know its impact, though. More ragdoll sliding? Less ragdoll sliding? |
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<BarOffset value="16"/> | ||
<BarWidth value="130"/> | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. |
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</CActorUnit> | ||
<CActorModel id="UltraliskAnabolicSynthesisUpgrade" parent="ModelAnimationStyleContinuous"> | ||
<Inherits index="BaseModelScale" value="1"/> | ||
|
@@ -1229,6 +1250,8 @@ | |
</CActorModel> | ||
<CActorUnit id="Zergling"> | ||
<Macros value="PhysicsDeathsVoidGround"/> | ||
<On index="71" Terms="AbilMorph.*.Finish; MorphTo Zergling; MorphFrom BanelingCocoon; !AbilKey BurrowUp"/> | ||
<On index="72" Terms="AbilMorph.*.Finish; MorphFrom Zergling; MorphTo BanelingCocoon; !AbilKey BurrowDown"/> | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Animation for the altered implementation of the Baneling Morph |
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<!--On Terms="ActorCreation; PlayerHasReward ZerglingSkin" Send="StatusSet CE 1"/> | ||
<On Terms="StatusSet.*.CE; IsStatus CE 1" Send="ModelSwap ZerglingXPR"/> | ||
<On Terms="Upgrade.zerglingmovementspeed.Add; IsStatus CE 1" Send="ModelSwap ZerglingUpgradeXPR"/> | ||
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@@ -1483,6 +1506,7 @@ | |
<On Terms="AbilMorph.*.Start; MorphFrom ObserverSiegeMode; MorphTo Observer" Send="AnimBracketStop Work"/> | ||
<On Terms="UnitDetectedByViewer.*.On" Target="_UndetectedMuteSound" Send="SoundSetMuted"/> | ||
<On Terms="UnitDetectedByViewer.*.Off" Target="_UndetectedMuteSound" Send="SoundSetMuted 1"/> | ||
<BarWidth value="46"/> | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Observer's life bar width increased from 42 to 46 Is the offset fine? I would have expected it to be changed slightly as well |
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</CActorUnit> | ||
<CActorModel id="ObserverObservationMode" parent="ModelAnimationStyleContinuous"> | ||
<On Terms="ActorCreation" Send="Create Observer_SiegeMode_Loop_AS"/> | ||
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@@ -1837,7 +1861,7 @@ | |
</CActorSound> | ||
<CActorSimple id="RavenShredderMissileImpactArmorReductionTint"> | ||
<On Terms="Behavior.RavenShredderMissileArmorReductionUISubtruct.On" Send="Create"/> | ||
<On Terms="Behavior.RavenShredderMissileArmorReductionUISubtruct.On" Target="_Unit" Send="SetTintColor {255,100,0 2.000000} 0.100000 OneShot SeekerTargetArmor"/> | ||
<On Terms="Behavior.RavenShredderMissileArmorReductionUISubtruct.On" Target="_Unit" Send="SetTintColor {255,187,85 2.000000} 0.100000 OneShot SeekerTargetArmor"/> | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. |
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<On Terms="Behavior.RavenShredderMissileArmorReductionUISubtruct.Off" Target="_Unit" Send="ClearTintColor 0.100000 SeekerTargetArmor"/> | ||
<On Terms="Behavior.RavenShredderMissileArmorReductionUISubtruct.Off" Send="Destroy"/> | ||
</CActorSimple> | ||
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@@ -9,19 +9,28 @@ | |
<CBehaviorBuff id="AdeptPhaseShift"> | ||
<Modification MoveSpeedBonus="0"/> | ||
</CBehaviorBuff> | ||
<CBehaviorBuff id="AdeptPhaseShiftCaster"> | ||
<Modification> | ||
<StateFlags index="SuppressPassenger" value="0"/> | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Adepts can now be ordered to load into a Warp Prism while shading, automatically cancelling the Shade This line allows being loaded into transports |
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</Modification> | ||
</CBehaviorBuff> | ||
<CBehaviorBuff id="AdeptPhaseShiftTimer"> | ||
<RemoveValidatorArray value="CasterIsNotRecallingNexus"/> | ||
<RemoveValidatorArray value="CasterIsNotHidden"/> | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Adepts can now be ordered to load into a Warp Prism while shading, automatically cancelling the Shade This line removes the Timer on the Shade when the Caster is in a transport (which hides the caster) causing the Shade to cancel |
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</CBehaviorBuff> | ||
<CBehaviorBuff id="BatteryEnergy"> | ||
<InfoFlags index="Hidden" value="1"/> | ||
<EditorCategories value="AbilityorEffectType:Units"/> | ||
<Duration value="0.01"/> | ||
<ExpireEffect value="BatteryAddEnergy"/> | ||
</CBehaviorBuff> | ||
<CBehaviorBuff id="BroodlingFate"> | ||
<Duration value="5"/> | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Broodling's duration reduced from 5.71 to 3.57 (from 8 to 5 on normal speed) This affects Broodlings spawned from Brood Lords as well as dying structures! |
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</CBehaviorBuff> | ||
<CBehaviorBuff id="DarkTemplarBlinkAttackDelay"> | ||
<InfoFlags index="Hidden" value="1"/> | ||
<EditorCategories value="Race:Protoss,AbilityorEffectType:Units"/> | ||
<Duration value="1.05"/> | ||
<Duration value="1"/> | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Dark Templar's Blink next attack delay reduced from 0.75 to 0.71 seconds (from 1.05 to 1 on normal game speed) Or in other words: Dark Templars can attack one game update ~44ms earlier after Blink, if the weapon is not on cooldown. The effective delay's value should have been 1.0625 since 1.05 is not the end of a game update. So, it should be "from 1.0625 to 1 on normal game speed" for people that want to calculate percentages :) Dark Templars have a weapon period of 1.694 and a damage point of 0.361, so damage point + Blink's attack delay duration are still well below the weapon's cooldown. So, attack, blink, attack resulting in DT's maximum DPS was possible before and still is |
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<Modification> | ||
<StateFlags index="SuppressAttack" value="1"/> | ||
<AbilCategoriesEnable index="Passive" value="1"/> | ||
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@@ -33,7 +42,16 @@ | |
<Start value="Footprint4x4CreepSourceGrown"/> | ||
<Birth value="CreepGrowthMediumNydusCreepSourceStart"/> | ||
<Grown value="Footprint4x4CreepSourceGrown"/> | ||
<InfoFlags index="Hidden" value="1"/> | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Nydus Worm: Fixed a visual bug introduced in the previous patch (nydus creep behavior) The buff is not shown in the UI anymore. Nydus Worms still generate creep |
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</CBehaviorCreepSource> | ||
<CBehaviorBuff id="OracleStasisTrapTarget"> | ||
<Modification> | ||
<ModifyFlags index="DisableAbils" value="0"/> | ||
<ModifyFlags index="SuppressMoving" value="0"/> | ||
<ModifyFlags index="SuppressTurning" value="0"/> | ||
<AbilClassDisableArray index="CAbilBuild" value="1"/> | ||
</Modification> | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Units affected by Stasis can be issued any non-build commands instead of only move commands, to be acted upon stasis expiring Why are moving and turning not suppressed anymore? Was that required? Can this have side effects? |
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</CBehaviorBuff> | ||
<CBehaviorBuff id="QueenMustBeOnCreep"> | ||
<InfoFlags index="Hidden" value="1"/> | ||
<EditorCategories value="Race:Zerg,AbilityorEffectType:Units"/> | ||
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@@ -189,9 +207,9 @@ | |
<EditorCategories value="AbilityorEffectType:Units,Race:Terran"/> | ||
<RemoveValidatorArray value="NotOracleStasisTrapped"/> | ||
<Duration value="30"/> | ||
<Modification ShieldArmorBonus="3"> | ||
<Modification ShieldArmorBonus="2"> | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Bogus change. This behavior is unused |
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<ModifyFlags index="HideChangeUI" value="1"/> | ||
<LifeArmorBonus value="3"/> | ||
<LifeArmorBonus value="2"/> | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Bogus change. This behavior is unused |
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</Modification> | ||
<InfoFlags index="Hidden" value="1"/> | ||
</CBehaviorBuff> | ||
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@@ -201,8 +219,8 @@ | |
<EditorCategories value="AbilityorEffectType:Units,Race:Terran"/> | ||
<RemoveValidatorArray value="NotOracleStasisTrapped"/> | ||
<Duration value="30"/> | ||
<Modification ShieldArmorBonus="-3"> | ||
<LifeArmorBonus value="-3"/> | ||
<Modification ShieldArmorBonus="-2"> | ||
<LifeArmorBonus value="-2"/> | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Raven Anti-Armor Missile armor reduction reduced from 3 to 2 |
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</Modification> | ||
<DisplayDuration index="Self" value="1"/> | ||
<DisplayDuration index="Ally" value="1"/> | ||
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@@ -214,6 +232,9 @@ | |
<Capacity value="2250"/> | ||
<Contents value="2250"/> | ||
</CBehaviorResource> | ||
<CBehaviorBuff id="SensorTowerRadar"> | ||
<Modification Radar="27"/> | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Sensor Tower's Radar range reduced from 30 to 27 |
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</CBehaviorBuff> | ||
<CBehaviorBuff id="TemporalField"> | ||
<Modification AttackSpeedMultiplier="0.5"/> | ||
</CBehaviorBuff> | ||
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@@ -539,7 +560,7 @@ | |
<Period value="0.63"/> | ||
</CBehaviorCreepSource> | ||
<CBehaviorCreepSource id="makeCreep8x6"> | ||
<Period value="0.42"/> | ||
<Period value="0.35"/> | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Hatchery/Lair/Hive: Creep spread interval decreased from 0.3 to 0.25 (from 0.42 to 0.35 on normal speed) => A smaller period means that they spread creep more often! How do these values behave when they are not a multiple of 0.0625? I guess at some point it takes a game update frame less, so the period is sometime shorter (similar to persistent effects' and behaviors' periodic effects) There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I am testing a few different values that are close which do not run into this issue. The closest Values that do not have that issue: 0.352, 0.346 |
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</CBehaviorCreepSource> | ||
<CBehaviorBuff id="BarrierDamageResponse"> | ||
<InfoFlags index="Hidden" value="1"/> | ||
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@@ -676,13 +697,16 @@ | |
<Alignment value="Negative"/> | ||
<InfoIcon value="Assets\Textures\btn-upgrade-terran-interferencematrix.dds"/> | ||
<EditorCategories value="AbilityorEffectType:Units"/> | ||
<Duration value="15"/> | ||
<Duration value="11"/> | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Raven Interference Matrix duration reduced from 11 to 8 seconds (from 15 to 11 on normal speed) The rounding of the real seconds is inconsistent in the patch notes, but whatever... |
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<ExpireEffect value="ImmortalBarrierCDFix"/> | ||
<Modification> | ||
<ModifyFlags index="DisableAbils" value="1"/> | ||
<ModifyFlags index="EnableAttack" value="1"/> | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Fixed an issue where units affected by Interference Matrix would walk forward below their Attack range when given Attack Move commands |
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<ModifyFlags index="EnableMove" value="1"/> | ||
<StateFlags index="SuppressAttack" value="1"/> | ||
<StateFlags index="SuppressCloak" value="1"/> | ||
<StateFlags index="SuppressCombat" value="1"/> | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Fixed an issue where units affected by Interference Matrix would walk forward below their Attack range when given Attack Move commands |
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<AbilClassEnableArray index="CAbilStop" value="1"/> | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Fixed an issue where units affected by Interference Matrix could not be issued Stop commands |
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<BehaviorLinkDisableArray value="ImmortalBarrierSupressed"/> | ||
</Modification> | ||
<DisplayDuration index="Self" value="1"/> | ||
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@@ -710,6 +734,9 @@ | |
<EditorCategories value="AbilityorEffectType:Units"/> | ||
<Duration value="0.2"/> | ||
<AINotifyEffect value="SeekerMissileDamage"/> | ||
<DamageResponse> | ||
<ModifyAmount value="2"/> | ||
</DamageResponse> | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Bogus change with the chance being 0. This would double the amount of damage received, if it were enabled with chance set to 1 => should be removed |
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</CBehaviorBuff> | ||
<CBehaviorBuff id="RavenShredderMissileArmorReduction"> | ||
<Alignment value="Negative"/> | ||
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@@ -725,7 +752,7 @@ | |
<Kind index="Spell" value="0"/> | ||
<Kind index="Splash" value="0"/> | ||
<Kind index="NoProc" value="0"/> | ||
<ModifyAmount value="3"/> | ||
<ModifyAmount value="2"/> | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Bogus change. This behavior is unused |
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<Chance value="1"/> | ||
</DamageResponse> | ||
</CBehaviorBuff> | ||
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@@ -864,6 +891,14 @@ | |
<WeaponArray Link="MothershipCoreWeapon" Turret="Nexus"/> | ||
</Modification--> | ||
</CBehaviorBuff> | ||
<CBehaviorBuff id="BatteryAcquireTargetCooldown"> | ||
<InfoFlags index="Hidden" value="1"/> | ||
<EditorCategories value="AbilityorEffectType:Units"/> | ||
<MaxStackCount value="65535"/> | ||
<MaxStackCountPerCaster value="1"/> | ||
<TimeScaleSource Value="Caster"/> | ||
<Duration value="0.063"/> | ||
</CBehaviorBuff> | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Fixed an issue where repeatedly issuing a Stop command could increase the shield regen rate of a Shield Battery's target The behavior that indicates that the Shield Battery is on cooldown. E.g. auto-cast requires this to be not present anymore
I understand that the usage of a validator for the cooldown might have caused error messages to the players. But this change has still a chance that a human with macros can recharge faster than intended :) |
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<CBehaviorBuff id="BatteryOvercharge"> | ||
<Alignment value="Positive"/> | ||
<InfoIcon value="Assets\Textures\btn-ability-zeratul-observer-sensorarray.dds"/> | ||
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@@ -1,5 +1,10 @@ | ||
<?xml version="1.0" encoding="utf-8"?> | ||
<Catalog> | ||
<CButton id="Baneling2"> | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. unused addition, should be removed. This existing causes a gap in the help menu's list of Zerg units |
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<Icon value="Assets\Textures\btn-unit-zerg-baneling.dds"/> | ||
<AlertIcon value="Assets\Textures\btn-unit-zerg-baneling.dds"/> | ||
<EditorCategories value="Race:Zerg"/> | ||
</CButton> | ||
<CButton id="BurrowDown"> | ||
<HotkeySet value="BurrowUnburrowModes"/> | ||
</CButton> | ||
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@@ -24,6 +24,10 @@ | |
<ExpireDelay value="0.0625"/> | ||
<FinalEffect value="IssueOrderMorphtoWarpGate"/> | ||
</CEffectCreatePersistent> | ||
<CEffectCreatePersistent id="BacklashRockets"> | ||
<PeriodicPeriodArray index="0" value="0"/> | ||
<PeriodicPeriodArray value="0.15"/> | ||
</CEffectCreatePersistent> | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. undocumented: Banshee's attack's rockets spawn ~100ms earlier (0.15 seconds earlier on normal game speed). The first rocket spawns without delay |
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<CEffectModifyUnit id="BatteryAddEnergy"> | ||
<ValidatorArray value="NexusBatteryOvercharge8RangePlacementVisual"/> | ||
<EditorCategories value=""/> | ||
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@@ -194,6 +198,9 @@ | |
<InitialEffect value="SentryWeaponPeriodicSet"/> | ||
<PeriodicPeriodArray index="0" value="0.0625"/> | ||
</CEffectCreatePersistent> | ||
<CEffectEnumArea id="EMPSearch"> | ||
<AreaArray index="0" Radius="1.75"/> | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Ghost's EMP radius increased from 1.5 to 1.75 (+16,67%) |
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</CEffectEnumArea> | ||
<CEffectCreatePersistent id="HyperjumpInitialCP"> | ||
<ValidatorArray value="CasterNotFungalGrowthed"/> | ||
<ValidatorArray value="CasterIsNotYoinked"/> | ||
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@@ -292,6 +299,9 @@ | |
<CEffectDestroyPersistent id="PhaseDestroyGravitonBeamPersistant"> | ||
<Radius value="0"/> | ||
</CEffectDestroyPersistent> | ||
<CEffectEnumArea id="PurificationNovaTargettedSearch"> | ||
<AreaArray index="0" Radius="1.35"/> | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Disruptor's Purifier Orb radius reduced from 1.5 to 1.35 (-10%) |
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</CEffectEnumArea> | ||
<CEffectSet id="RavenScramblerDummy"> | ||
<EditorCategories value="Race:Terran"/> | ||
</CEffectSet> | ||
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@@ -542,6 +552,9 @@ | |
<CEffectCreateUnit id="ReaperKD8Knockback"> | ||
<ValidatorArray value="IsNotRecallingNexus"/> | ||
</CEffectCreateUnit> | ||
<CEffectCreateHealer id="ShieldBatteryRechargeChanneledOvercharged"> | ||
<RechargeVitalRate value="54"/> | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. pointless change, this belongs to an ability ShieldBatteryRechargeChanneled which is unused. FIX: |
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</CEffectCreateHealer> | ||
<CEffectCreateHealer id="ShieldBatteryRechargeEx5"> | ||
<ValidatorArray value="noMarkers"/> | ||
<ValidatorArray value="NotVortexd"/> | ||
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@@ -556,6 +569,7 @@ | |
</DrainVitalCostFactor> | ||
<RechargeVital value="Shields"/> | ||
<RechargeVitalRate value="36"/> | ||
<InitialEffect value="BatteryCooldownAB"/> | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Fixed an issue where repeatedly issuing a Stop command could increase the shield regen rate of a Shield Battery's target Adds the Cooldown behavior to the Shield Battery. |
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</CEffectCreateHealer> | ||
<CEffectDamage id="ShieldBatteryRechargeEx5@DamageDummy"> | ||
<EditorCategories value="Race:Protoss"/> | ||
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@@ -709,8 +723,6 @@ | |
<AttributeBonus index="Light" value="0"/> | ||
</CEffectDamage> | ||
<CEffectCreatePersistent id="LurkerMP"> | ||
<Flags index="Channeled" value="0"/> | ||
<Flags index="EffectFailure" value="0"/> | ||
<PeriodicPeriodArray value="0.125"/> | ||
<PeriodicPeriodArray value="0.125"/> | ||
<PeriodicPeriodArray value="0.125"/> | ||
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@@ -724,14 +736,15 @@ | |
<PeriodicOffsetArray value="0,-11,0"/> | ||
<PeriodicOffsetArray value="0,-12,0"/> | ||
<PeriodicEffectArray index="0" value="LurkerMPCU"/> | ||
<PeriodicValidator value=""/> | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. undocumented:
Why was this changed? Are there side effects? Does target switching during attacks break something? Do other actions directly after the attack started break something? There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I've now looked into this. I still have no idea why this was changed, but it has side effects.
I doubt that this is the desired behavior. The changes to this persistent effect need to be reverted. |
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</CEffectCreatePersistent> | ||
<CEffectDamage id="LurkerMPDamage"> | ||
<Kind value="Ranged"/> | ||
<AttributeBonus index="Armored" value="10"/> | ||
</CEffectDamage> | ||
<CEffectEnumArea id="LurkerMPSearch"> | ||
<AreaArray index="0" Radius="0.5"/> | ||
<ValidatorArray value="WeaponInRange"/> | ||
<ValidatorArray index="0" value="WeaponInRange"/> | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Lurker attacks will no longer be blocked by certain low-ground terrain features This change removes the CliffLevelGE1 validator. After watching Scarlett's commentary video, it looks like Lurker attacks stopped when they hit the deep cliff level and did not go over it. The effect cancelled once hitting the deep cliffs. The Lurker tried to attack a target across it, but the attack stopped midway |
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</CEffectEnumArea> | ||
<CEffectCreateHealer id="MedivacHeal"> | ||
<ValidatorArray index="7" value=""/> | ||
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@@ -1826,7 +1839,7 @@ | |
</CEffectModifyUnit> | ||
<CEffectModifyUnit id="ImmortalBarrierCDFix"> | ||
<ValidatorArray value="BarrierOnCooldown"/> | ||
<Cost Behavior="ImmortalBarrierSupressed" CooldownOperation="Add" CooldownTimeUse="8"/> | ||
<Cost Behavior="ImmortalBarrierSupressed" CooldownOperation="Add" CooldownTimeUse="11"/> | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. undocumented: Raven's Interference Matrix adds the Interference Matrix's duration to the cooldown of Immortal's Barrier, if it is on cooldown after the matrix's effect expired When Interference Matrix EXPIRES, it adds 11 seconds to Immortal's Barrier's cooldown when the Barrier is on cooldown at that moment. Ok, I would have added it when Interference Matrix starts to lengthen the cooldown, if that was the issue. Else, why would the validator for the BarrierOnCooldown be in this effect if it was intended to be used after matrix? This looks like a broken bug fix! |
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</CEffectModifyUnit> | ||
<CEffectApplyBehavior id="NexusShieldRechargeOnPylonAB"> | ||
<ValidatorArray index="0" value="IsPylon"/> | ||
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@@ -1933,25 +1946,14 @@ | |
<ValidatorArray value="SourceNotHidden"/> | ||
<ValidatorArray value="NotInterceptor"/> | ||
</CEffectSet> | ||
<CEffectCreateHealer id="ShieldBatteryRechargeChanneledOvercharged"> | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. This effect was unused (the effect tree roots in an unused ability). Removing unused things is good for clarity :) |
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<!--ValidatorArray value="noMarkers"/> | ||
<!--ValidatorArray value="noMarkers"/> | ||
<ValidatorArray value="ShieldsNotFull"/> | ||
<ValidatorArray value="NotWarpingIn"/> | ||
<ValidatorArray value="HiddenCompareAB"/> | ||
<ValidatorArray value="HiddenCompareBA"/> | ||
<ValidatorArray value="NotVortexd"/> | ||
<ValidatorArray value="SourceNotHidden"/> | ||
<ValidatorArray value="NotInterceptor"/--> | ||
<ValidatorArray value="CasterHasBatteryOverchargeBehavior"/> | ||
<ValidatorArray value="NotHidden"/> | ||
<ValidatorArray value="NotVortexd"/> | ||
<EditorCategories value="Race:Terran"/> | ||
<PeriodicValidator value="ShieldsNotFull"/> | ||
<DrainVital value="Energy"/> | ||
<RechargeVital value="Shields"/> | ||
<RechargeVitalRate value="72"/> | ||
<PeriodicEffect value="ShieldBatteryRechargeChanneledRevealSearch"/> | ||
</CEffectCreateHealer> | ||
<CEffectCreateHealer id="ShieldBatteryRechargeChanneled"> | ||
<!--ValidatorArray value="noMarkers"/> | ||
<ValidatorArray value="ShieldsNotFull"/> | ||
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@@ -2157,6 +2159,13 @@ | |
<Amount value="5"/> | ||
<Kind value="Ranged"/> | ||
</CEffectDamage> | ||
<CEffectApplyBehavior id="BatteryCooldownAB"> | ||
<EditorCategories value=""/> | ||
<WhichUnit Value="Source"/> | ||
<Behavior value="BatteryAcquireTargetCooldown"/> | ||
<Flags index="UseDuration" value="1"/> | ||
<Duration value="0.063"/> | ||
</CEffectApplyBehavior> | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Fixed an issue where repeatedly issuing a Stop command could increase the shield regen rate of a Shield Battery's target Adds the Cooldown behavior to the Shield Battery. Does the duration override change anything concerning stacks like resetting the duration? This is the exact duration the behavior already has. |
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<CEffectApplyBehavior id="BattlecrusierDisableWeaponsAB"> | ||
<EditorCategories value="Race:Protoss"/> | ||
<WhichUnit Value="Caster"/> | ||
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Original file line number | Diff line number | Diff line change |
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@@ -352,6 +352,34 @@ | |
<Payload value="Repair_Bot_Beam_01"/> | ||
</Events> | ||
</CModel> | ||
<CModel id="Observer"> | ||
<Radius value="0.438000"/> | ||
<ScaleMax value="1.000000,1.000000,1.000000"/> | ||
<ScaleMin value="1.000000,1.000000,1.000000"/> | ||
<SelectionRadius value="0.515000"/> | ||
<ShadowRadius value="0.515000"/> | ||
</CModel> | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Observer's model size increased by 17.5%
Also, I would have scaled the actor and the death model. This looks like it will break with non-default skins since every skin has its own model settings like this. So, you would need to edit ALL models or "just" scale the actors (unit actor and deathmodel)! |
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<CModel id="ObserverPlacement"> | ||
<Radius value="0.438000"/> | ||
<ScaleMax value="1.000000,1.000000,1.000000"/> | ||
<ScaleMin value="1.000000,1.000000,1.000000"/> | ||
<SelectionRadius value="0.515000"/> | ||
<ShadowRadius value="0.515000"/> | ||
</CModel> | ||
<CModel id="PurificationNova"> | ||
<Radius value="2.291700"/> | ||
<RadiusLoose value="2.291700"/> | ||
<ScaleMax value="0.640000,0.640000,0.640000"/> | ||
<ScaleMin value="0.640000,0.640000,0.640000"/> | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Disruptor's Purifier Orb radius reduced from 1.5 to 1.35 (-10%)
It is unexpected that the model has not been shrunk by 10% as well. But these values still looks great in this video: HOWEVER, the impact model looks off in the video!
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</CModel> | ||
<CModel id="PurificationNovaRangeIndicator"> | ||
<Radius value="2.291700"/> | ||
<RadiusLoose value="2.291700"/> | ||
<!--ScaleMax value="1.200000,1.200000,1.200000"/> | ||
<ScaleMin value="1.200000,1.200000,1.200000"\--> | ||
<ScaleMax value="0.687500,0.687500,0.687500"/> | ||
<ScaleMin value="0.687500,0.687500,0.687500"/> | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Disruptor's Purifier Orb radius reduced from 1.5 to 1.35 (-10%)
It is unexpected that the range indicator has not been shrunk by 10% as well. However, it looks accurate in this video: |
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</CModel> | ||
<CModel id="ShieldBatteryRechargeEx5@Beam" parent="PersistentSpellFX"> | ||
<Model value="Assets\Effects\Protoss\ProtossShield_Battery_Beam\ProtossShield_Battery_Beam.m3"/> | ||
<EditorCategories value="Race:Protoss"/> | ||
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@@ -852,6 +880,10 @@ | |
<CModel id="TemporalFieldImpactModel"> | ||
<Model value="Assets\Effects\Protoss\TimeWarpImpact_Red\TimeWarpImpact_Red.m3"/> | ||
</CModel> | ||
<CModel id="Ultralisk"> | ||
<ScaleMax value="0.750000,0.750000,0.750000"/> | ||
<ScaleMin value="0.750000,0.750000,0.750000"/> | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. bug: Ultralisk is the wrong model entry to edit. Ultralisk model's scale was reduced from 0.85 to 0.75 (-11.76%). It looks fine in the game. Naturally you want to make the model as big as possible, so the attack animations still cover the area it damages. |
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</CModel> | ||
<CModel id="UrsadakMale" parent="Unit"> | ||
<Model value="Assets\Units\Critters\UrsadakMale\UrsadakMale.m3"/> | ||
<ScaleMin value="0.900000,0.900000,0.900000"/> | ||
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The reason will be displayed to describe this comment to others. Learn more.
Speeds up the Hydralisk attack animation, so it will look nice with the new shorter damage point
Here is the comparison of the events - new on left, old on right: