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Different from Catalog Replacement in that it is per-ability instance based. We've also added a new Ability Replace field in the Power User Type Behavior that provides a data version of this feature. Can only swap to abilities with the same CAbil class of the old ability. For example, a target ability can only be swapped to a target ability. The data version of Ability Swap will also affect the learnable abilities of Heroes.

Record variables can now be passed to functions and actions as a parameter by reference. Record parameters can be read and modified. Modifications will affect the record variable outside of the function scope. The old Data Table is a single global data table.

Adding an instanced version will allow designers to better organize their run time data. Without it, you get a normal missile.

See below. This effect executes when the missile detonates by hitting a target. Note: This effect will be run at the final search point before the missile dies, not at the targeting point of the missile. This functionality is similar to that of a finish effect.

SearchEffect The missile will run this effect every game loop, overriding the Height parameter in the search area based on the missile's current speed. Essentially, it will not leave gaps between each search. Note: The TVE cheat will display an incorrect default height instead of the correct height of the override search effect. The missile will stop searching after it found SearchMaxCount targets.

When SearchMaxCount is reached and ArriveOnSearchHit is not set, the missile will continue to travel to its destination, but will no longer execute skillshot searches. Note that this is not the missile target, as it will not have reached the target point. As long as one of its search effects finds a target, the missile will detonate and run SearchHitArriveEffect at its last search point.

No different from a normal behavior field. MainAttributeDamageBonus This field dictates how much attack damage bonus a hero unit receives per MainAttribute point. AttributePointsInfoArray: Sets the starting and leveling attribute points of a hero based on the current level of the Hero.

This will only set Attribute Points; it won't apply the Attribute behavior if the hero does not already have one. If any of the indices sets an ability link, it will override the corresponding info of the learn ability on the hero.

As a result, you will no longer need to create separate learn abilities for different heroes. TierRequirements This field will override the tech requirement of CAbilTrain when the ability is used to train the current hero unit and there already exists more than one of the Tech Alias of the current unit for the current player.

Can also be used to customize the training limit of Heroes. The starting and leveling attribute points of a hero configured in the AttributePointsInfoArray will count as the Base value while other point changes such as behavior bonuses will be counted in the Bonus value.

SetAttributeBasePoints: When the flag is checked, it will modify base points instead of bonus points. Added new CabilTrain field: IgnoreUnitCostRequirements When set, the train ability will ignore unit costs as long as tech requirements are met. New Learn Ability flag: HideSubmenuOnLearnedAll When set, the learn ability submenu button will be hidden after a unit using the ability has learned all the abilities it can learn.

Fixed an issue where if all points were spent, the learn ability button would show "Required Level:" as red text even if the unit had already met the required level. Fixed an issue where players could sometimes use the shift key to bypass level restrictions on Learn Ability.

Added new requirement unit count state: QueuedOrBetterOrRevivable When counting tech units, this will include reviving and revivable heroes.

This is very useful when implementing hero training restrictions. This field is also upgradable, which allows modders to change max ability levels at runtime. This field defaults to 0, which will fallback the level system to how it worked before. Whenever a hero receives XP, the game will check the target filters on the victim unit and apply the XP fraction if the victim matches any of the filters. Added new validator: CValidatorUnitCompareAbilSkillPoint Check a unit's spent skill points, unspent skill points, extra skill points, or total skill points.

Item Build Support Items in a unit's inventory can now be used to build structures. This item ability can be set to require the hero to maintain a channel. This type of item can be helpful to build expansions. The hero can buy a Pocket Town Hall and place it at a new expansion; the building would then automatically build itself. If unchecked, it will show a normal icon. Default off. Now users will be able to use property bind to bind the item unit the item itself, not the carrier to either a target frame or other frames.

With this functionality, users will be able to cast abilities on an item inside their inventories, either to transfer or upgrade it. With this feature, users can also now double click on Town Portals to auto-teleport to your highest-level Town Hall. Globally Accessible Inventory Panel Users can now override the Inventory Unit property of CInventoryPanel in order to show the inventory of a unit that is not current selected. Users can also use triggers to create new inventory dialog controls.

This supports operators like the command card dialog control introduced in Legacy of the Void. Setting this to null will reset the unit to the selected leader unit.

Charge Data on CUnit Added charge data to unit and items so that when selling items and units, unit and item data can set their default Stock information such as starting cooldown in shops, max stocks in shops, etc. A CAbilTrain ability can be flagged to ignore these default settings and use the custom settings in the ability itself.

If the flag is not checked and the ability has its own data, both instances of charge data will be added together. CItemAbilPowerUp can only be used by units with an inventory. The unit must also have the CanUseItem flag on. These new powerup items are real items, so they respect inventory events and can be used in the Loot system. The KillAfterUse flag allows the item to be destroyed after the caster has used the powerup.

A normal unit with an inventory but without the CanUseItem flag on will be able to pick up powerups and carry them to a hero. It aids in creating units with courier inventories, ones that can carry items but not use them. It also aids in creating units with courier inventories. New CItemAbil flag: Transient With this flag checked, the item ability will be forced to be cast as Transient, even if the original ability on the item is not a Transient ability.

Fixed an issue where inventories would still try to pick up items if they are destroyed on approach. Fixed an issue where CAbilSpawn did not work. Fixed an issue when pawning an item from your inventory at the max pawn distance may cause you to lose the item but not gain resources. These will fire when you pawn an item. New CAbilInventory field: Requirements When set, the inventory ability will be disabled before its tech requirements are met. The inventory UI will also be hidden before the requirements are met.

For responding to Player Use Effect events, there is a new trigger API that allows users to capture the item used to create the effect, if there is an item, and its item type.

Ability Items can now choose to use their own cooldown links, overriding the cooldown link inherited from the ability. For all abilities, the Tech Player field now has an additional option: Caster.

By setting the Tech Player field of a CAbilTrain to Caster, the ability will check the tech requirements of the player who issued the order. New CabilTrain field: AgentUnitValidator When set, the ability will always need an agent unit to cast and will check against the validators set in this field when training units.

For item shops, users will usually want the buyer unit of the shop to have an inventory to be able to purchase items. By default, neutral players share costs with all players. The new flag, ChargeCasterPlayer, is designed to solve this issue. Fixed an issue where interact abilities would constantly try to acquire a unit without checking the ValidatorArray field. It can store all units that are added to it and has validator and max count fields.

Anytime a member of the list does not match the set validator, it will be removed from a list. There are also flags that allow users to convert the tracker into a global list or player-based list, which does not require a behavior instance to work. New effect: CEffectEnumTrackedUnits Allows users to loop through the unit tracking list and execute effects on each of them based on filters.

For example, it can track a summoner unit to its summoned units. These are two different buffs, and when you own both these types of units, you might not want surrounding units to receive both sets of Brilliance Aura. In this case, the hero version aura should always be prioritized. If two buffs of the same StackAlias are applied to the same unit, they will share a Max Count, prioritizing the lower one. If their total count exceeds the shared max count, the game will begin removing stacks, starting with the buff with the lowest StackAliasPriority and then the shortest duration.

This will occur until the total stack count matches the shared max stack count. It also allows sharing actors between Behaviors with the same StackAliases, as you probably want all versions of the Brilliance Aura buff share the same art. It will count all behaviors on the unit with the given StackAlias and has the option to count only enabled behaviors.

This is useful for creating damage floating text for damage responses. This is useful to more finely configure behavior actors. Though the use of damage responses is able to achieve a similar effect, death responses can only prevent death by damage. This behavior state prevents death for any reason, e. This state provides a simple alternative for a trigger-based death prevention system.

New Behavior state: Suppress Kill Credit Prevents a unit from granting kill credits or killed resource credits to the killing player. Useful for creating hallucinated units. New Death Type: Reincarnation This prevents units from dropping loot and items on death. These additions allow users to count, remove, and transfer behaviors with more control.

For example, users may now remove behavior stacks that were added by a target unitcaster player, etc. New Unit Filter: Decaying A Decaying unit is defined as one that is currently on the ground and has been dead for a while. This is in contrast to one that has already been killed but is still in the midst of falling to the ground and generating a corpse. In technical terms, this is true when Death Time is active, and Revive Delay is over.

This purpose of this filter is so that abilities that target corpses will not work on units that have recently died and are still in the process of generating a corpse. If the unit's Death Time has been set to -1, the decay phase will be skipped.

For instance, Warcraft III heroes should never decay. Explore Wikis Community Central. Register Don't have an account? StarCraft II beta patch. Edit source History Talk 0. Do you like this video? Play Sound. Patch Notes - Beta Patch Accessed We decided it didn't need notes being that it just fixed one crash, and beta is coming down today anyway. All News. StarCraft II. Blizzard Entertainment 18 February The Potent Bile upgrade now increases damage by 40, up from Wrathwalker weapon range increased from 9 to The Rapid Power Cycling upgrade now decreases the Wrathwalker's weapon speed by 0.

Fenix Increased the Disruptor's selection priority. Purification Nova cooldown decreased from 30 to Missiles damage increased from 15 25 vs armored to 25 40 vs armored. Imaging Radar radius increased from 25 to Decreased the Widow Mine's selection priority.

Immolation Fluid damage increased from 25 to Purifier Beam cooldown decreased from seconds to seconds. The Protoss are a humanoid species with advanced technology and the abilities of telepathy, psychokinesis, and pyro kinesis. The Protoss wish to protect their society and way of living that separates them from the Zerg. With Starcraft Torrent Download Free PC Full Version being a part of the real time strategy genre each species must use specific tactics to be successful.

The Protoss have access to powerful machines and advanced technologies like energy fields and warp capabilities that are powered by their psionic traits. Unfortunately these forces require lengthy and expensive manufacturing processes, which push players to use a strategy that focuses on the quality of the machines versus the quantity.

Since the Zerg are insectoids they have organic units and structures that are made from cheap resources and can be produced quickly, but these units are weak and require vast numbers and great speeds to be effective on enemies. The Terrans fight with versatile units and have access to more ballistic military machinery, such as tanks and nuclear weapons.



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