Welcome. Here's the place where modding your favorite game can be possible, and supported by a nice and warm community. Here you will find resources which will help you to develop your projects faster. Additionally you can show off your projects and share with a growing community, even be part of the Blizzard Modding Network, which aims to gather all the projects and clans around this game.
Keywords: Chronicles of Darkness, Redness and Whiteness, sonofjay, CoD
Play Mode: multi-player,co-op
Category: AoS,Role Playing (RPG/ORPG)
TileSets: Dalaran Ruins,Lordaeron Fall
Players: Min: 2 - Max: 10
Chronicles of Darkness by: SonofJay The official forum are still undergoing to some changes, we're using the old forum of Chaos Arena which we dropped a long time ago. The Banners and The Affiliation icon will be changed by Moyack soon. Also the contents of the sections are still empty and will be filled in the future. Fro...
OS: Windows XP,Windows Vista,Windows 7,Windows 8,Windows 10
Categories: Jass Scripting,Specific WE Module as a Standalone App,World Editor (WE) Add on or plugin
BackgroundSome of you might have heard about Reinventing the Craft. It's an old project I initially started in 2007 and worked extensively on for several years along with SFilip. Reinventing the Craft changed goals several times, but in the end, the idea was that we wanted to provide a stable API for extending Warcraft III with new natives and...
This system provides users with helpful utilities with regards to creation of illusions as well as the manipulation of many of their aspects. With this system, you can now create illusions of any type as easily as creating units. This even allows you to create permanent illusions. Read the script hea...
This snippet is a replacement to the BJ function GetRandomSubGroup with the advantage of being able to directly enumerate random number of units in a group instead of creating another subgroup of an already existing group. Notice that this is not the same as GroupEnumUnitsInRangeCounted in which case the enumerated units are not random but is based on which units are picked first.
Useful system especially in making an MUI spell which uses timers. Instead of saving the spell data in a hashtable with the handleid of the timer as the parent key, you can just use normal arrays with the timerid as the index. This also allows you to pass custom data (integer) to timers.
Indexed timers (Array safe, 1-8190 but can also be customized to be 8190+) NEW
Timer custom data (integer) attachment [NEW]
Timer double free protection
Automatic timer replacement (Useful safety feature which automatically replaces timers belonging to this system with a timer of the same timerid and handleid when destroyed)
debugcall Debug("Total number of timers created: " + I2S(i))
debugcall Debug("Timer stock count is complete")
privatestruct S extendsarray
v1.2 - Added more functionalities such as attaching custom timer data, now the system comprises all but is not limited to the main functionalities of Vexorian's TimerUtils - Optimized the code especially in the part in updating the timer stack - Fixed some bugs
v1.1 - Added the possibility for users to configure the timer stock size above 8190 - Some fixes
Classic Games is excited to announce Warcraft III PTR will be live in the coming days. Focus will be on new map pools. The China Joy show match on the updated Terenes Stand between Fly and 120 was the debut of the types of improvements we can't wait to share.
The new map pools will be a mixture of three things – must haves from the current pools, classic maps from older pools, and new ladder version maps. The ladder version maps (LV), are original maps that have undergone significant improvements.
Below is an overview of our objectives and specific lists of changes by pool. So take some time to read up on the new LV maps in the coming days so you will be well prepared when the PTR goes live:
General Improvements & Gameplay Objectives
Balanced creep camp difficulty progression from early to late game Balanced creep drop tables for better item progression from early game to late game Item diversity: Varied Level 1 though 6 charged items and Level 1 through 6 permanent items Balanced all start locations: total amount and starting distance from lumber, equal amount of spacing, equal size choke points, et cetera Balanced expansion distance from start locations Decluttered points of interest to reduce visual competition during gameplay Retextured map surfaces for better visual clarity - both on screen and mini-map Minimized the size of trees and doodads that obstructed player view of points of interest Added cliff lines or deep water to edges of the map - removing hard edges (aesthetic choice for immersion) Properly placed trees and doodads on the pathing grid: full-cell Medium Grid to half-cell Medium Grid alternate Removed the rolling shoreline waves from rolling hills to remove the noise the waves created - remains for cliff shores
Today I had (at last!!) time to put some work in an idea I've been working since the last year: a new domain, shorter and easy to remind to the community. The outcome is that Blizzardmodding.info will now redirect to its shortened version, blizzmod.info. Secondly, with this domain upgrade, I've updated the site to the latest version of SMF (2.0.14), which brings more security stability and improved performance with an actual and future support to HTTPS and PHP7.
All the settings have been done in terms to do a permanent redirect (301) to the new domain, and this means that your current bookmarks to your site will move into the correct site. Anyways, we recommend you to update your links to the new domain. If you find some pages not loading or any possible issue with this site, feel free to post them here.