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MasterCassim
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Post subject: DevKit v1.23 released Posted: Mon Dec 03, 2012 11:15 am |
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Joined: Sat Jun 13, 2009 1:15 am Posts: 2347 YouTD Score: 53
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Here is the next release of our YouTD Devkit. It contains many updates and fixes.
Devkit v1.23 Changelog |
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Scripts -injectTower.gsl and injectItem.gsl: updated to handle advanced targetTypes in autocasts; fixed creation of superfluous targetTypes for auras. -tableTooltips.gsl: "-" sign now highlighted for bounce attack -YouTD_header.gsl: added special f2s methods to get proper rounding (was done a few versions ago, but forgot to upload). -spellCheck.gsl: greatly expanded the library of small words that shouldn't be capitalized in headings (there were a few common ones missing: ie. 'to'). -annotations.gsl, commonInject.gsl, injectTower.gsl, injectItem.gsl: now handles function/struct imports/exports. Remember to use unique and meaningful function/struct names because, just like global params, functions/structs you import/export will be visible across ALL other towers and you don't want your function/struct called by some other tower by accident. Also increased level of code parsing to clean up indentation and remove extra whitespace and commenting from injected code. (Check out how neat the libinject trigger now is! )
Creation Maps and TestMap Stub -Devkit now uses the same projectile recycling system that is used in the actual map. -Updated most triggers to reflect changes/fixes in main map. -Fixed a number of trigger descriptions. -Added a set of doCustomAttackDamage methods to the Tower struct, which do the same thing as their doAttackDamage counterparts, except that the attacktype can be chosen. -Added a setScale method to the Unit struct. Note that for creeps, developers should use the adjustScale method provided in the creep struct. -Added a getHeldItem method to the Tower struct, which returns an Item at a chosen position, or 0 if there is no item. -Added an Item.drop() command. Note that this can also be used in conjunction with the Tower.getHeldItem command to force towers to drop particular items. -Added more commenting to the Event.getTarget() method in the Event trigger, to emphasize what targets onDamaged and onAttacked events return. -Added Event.getCurrentPeriodicEvent(), which can be called from inside a periodic event tick to gain access to the periodic event handle. (This was added quite a while back, but forgot to mention it in the changelog) -Added advanced TargetType support for Autocasts: the TargetType field will now accept more specific target types, restricting the autocast to particular tower elements or creep races/sizes. NOTE: this will only affect the autocast targetting; forbidden races/sizes will still be manually targetable, so be sure to account for this in your code! -Added an Iterate.count() method which returns the number of Units remaining to be counted (not for counting corpses!). -Made Unit.addPermanentEffect accessible in the tower/item creation maps. This method takes an EventTypeList and applies it to a given Unit. For towers, this EventTypeList will remain applied even if the tower is upgraded/replaced. Use this method only for VERY unique abilities. -Added a 'Re-release' button to the testmap that can release the last released creep wave again (so you don't have to click through all the menus..). Hotkey for this is 'n' and hotkey for usual release button is 'c'. -Fixed various commenting here and there.
Test Commands NOTE TO DEVELOPERS: Please always test your towers in debug mode (Choose JassHelper from dropdown menu -> Debug Mode). It will provide much more feedback to you when things go wrong! Test your towers at their limits by giving them monster stats with the '-mod' commands and use the '-debug' command ingame to monitor your tower's progress to ensure everything is running as expected. -"-test mod" and "-test exp" will now be applied to all selected units, rather than to just one.
10 files have been updated in total. For those who wish to update just those files without redownloading the whole devkit, replace the files in your devkit at the following locations with the files in this zip: YOUR DEVKIT FOLDER\YouTD - tower creation map and item creation maps go here YOUR DEVKIT FOLDER\YouTD\data - testmap stub goes here YOUR DEVKIT FOLDER\script\lib\YouTD - all gsl scrpit files go here
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-> DevKit Download
_________________ League of Legends (MasterCassim @ EUW)
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mOck
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Post subject: Re: DevKit v1.23 released Posted: Mon Dec 03, 2012 7:09 pm |
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Joined: Mon May 02, 2011 10:51 pm Posts: 1629 Location: Texas/New Jersey(Azeroth) YouTD Score: 198
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Quote: -Added a getHeldItem method to the Tower struct, which returns an Item at a chosen position, or 0 if there is no item. Does this mean there is a way to access the onDamage/onAttack function of an item?
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Glowackos
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Post subject: Re: DevKit v1.23 released Posted: Mon Dec 03, 2012 9:11 pm |
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Joined: Wed Dec 29, 2010 12:20 pm Posts: 4498 Location: Australia YouTD Score: 32
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mOck wrote: Quote: -Added a getHeldItem method to the Tower struct, which returns an Item at a chosen position, or 0 if there is no item. Does this mean there is a way to access the onDamage/onAttack function of an item? nop. There isn't a way to do this for towers either. Cedi asked for it a while back, but still need to deliberate over the usefulness versus the potential risk involved with executing these functions when their events haven't actually occurred.
_________________ Goldcost to waveLevel & elementLevel relationship Incremental Testmap Stub & Tower Creation Map
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