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09-06-2007, 10:11 PM
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#1 (permalink)
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I do the reserch for you!
Join Date: Feb 2007
Posts: 286
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Changing Defense Types and Attack Types
I'm making a RPG with elements, units, and unit types...I need to know how to make a defense type and apply it to a unit so when a unit picks Light, for example, he will have lights armor, then he picks knight, he will get knights armor..But i also need to make elements so that if they dont pick a element there done for completly... Please help me.. 
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Snipers = ownage
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09-06-2007, 10:16 PM
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#2 (permalink)
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Spell and Map Moderator
The Helpful Personage
Join Date: Jan 2005
Posts: 4,269
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You will need jass and a complex system to do all that, but it should not take more than 24 hours of constant coding if you are decent at jass.
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09-06-2007, 10:19 PM
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#3 (permalink)
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iRawr
Join Date: Dec 2005
Posts: 8,349
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Can't change the UI, and otherwise it really depends on how you implement it. (Store a number in their custom value or something...)
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09-06-2007, 10:21 PM
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#4 (permalink)
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I do the reserch for you!
Join Date: Feb 2007
Posts: 286
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Umm 1st i suck at jass ;\ im trying to learn it sense i pretty much learned alot of gui (not all im still confused with a few but i dont think ill need em) and want to progress... so if you can plz teach it to me...it will be greatly appreaciated
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Snipers = ownage
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09-06-2007, 10:40 PM
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#5 (permalink)
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Creator of the world DDD
Join Date: Oct 2006
Posts: 1,630
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To make it easy I would suggest just making all units unarmored, then make the items called the names (light, normal, hero) and just add a great deal of armor bonus according to which it is... would have same effect, else it could maybe be done with a kinda morph ability course you can change the armor type with it. So make the same model, if he picks up light armor replace him with the light armored unit... that can be done in GUI. Or if no GUI just use a morph like bearform or something, so he changes into that when picking up item. (triggered needed to force him to change, and to give him the ability when picking up the item, except if you just want him to click on the item to activate.
Well that was my ideas... think it will be easier to accomplish
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09-06-2007, 11:31 PM
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#6 (permalink)
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I do the reserch for you!
Join Date: Feb 2007
Posts: 286
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That would work (and thank you for your imput) but that wouldn't help with them people that wants to just get on with the game and skip everything...how will I make it so I can do what the Red Baron said but it will also help with them people that are impatient and just want to game..
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Snipers = ownage
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09-07-2007, 08:49 PM
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#7 (permalink)
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Creator of the world DDD
Join Date: Oct 2006
Posts: 1,630
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Quote:
Originally Posted by Da)sniper
That would work (and thank you for your imput) but that wouldn't help with them people that wants to just get on with the game and skip everything...how will I make it so I can do what the Red Baron said but it will also help with them people that are impatient and just want to game..
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Uh? Why should they skip that effect of the attack/defence type change.. isnt it the whole idea behind this tread? 
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09-08-2007, 03:49 AM
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#8 (permalink)
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I do the reserch for you!
Join Date: Feb 2007
Posts: 286
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I mean..like people..they want to play now not read it all make a decision then take more time..so they decide to skip everything (meaning they skip the element choosing and the type of person choosing (in game)) so how do i make it so that it will change your armor, and attack without acctually changing the name but the stats are changed (for example(unit picks fire(units original attack was normal(make normals defense types 25% pierce 5% normal blah blah blah blah)))) or if they dont pick a element then (for example(unit enters region without a item in slot number 1(make units defense 500% damage from all attacks)) How would I do that without changing the acctuall attack..or you could just skip all that I just said and tell me how to jass it to make it normal...Well imma go look on jass shop pro see if it can tell me anything..
EDIT: (EDIT #2)
I think I found it...but some words were in red so i sorta figured it would need some word replacing...Sense i have no knowledge of jass whatsoever I need all you jassers help..Heres the code.. maybe i could do this
native UnitHasItem takes unit whichUnit, item whichItem returns booleanconstant native ConvertAttackType takes integer i returns attacktype (sense for some reason jass doesnt work with color in it..(native was bolded ConvertAttackType was teal or cyan, integer was red and attack tyoe was red please help me)) attack type could be the name of the thing? I dunno if I'm getting false hope and im looking like a idiot, if its by some good luck chance, or what...jass shop pro owns if you look through it...helps even us noobs by taking a complicated jass script in to 1 tiny detail! (oh and for some reason the jass thing is going small (first time ive ever used jass scripting) sorry)
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Snipers = ownage
Last edited by Da)sniper; 09-08-2007 at 04:51 AM..
Reason: Eurika!
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09-08-2007, 01:06 PM
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#9 (permalink)
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Creator of the world DDD
Join Date: Oct 2006
Posts: 1,630
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Quote:
Originally Posted by Da)sniper
I mean..like people..they want to play now not read it all make a decision then take more time..so they decide to skip everything (meaning they skip the element choosing and the type of person choosing (in game)) so how do i make it so that it will change your armor, and attack without acctually changing the name but the stats are changed (for example(unit picks fire(units original attack was normal(make normals defense types 25% pierce 5% normal blah blah blah blah)))) or if they dont pick a element then (for example(unit enters region without a item in slot number 1(make units defense 500% damage from all attacks)) How would I do that without changing the acctuall attack..or you could just skip all that I just said and tell me how to jass it to make it normal
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Well if I was to that with the players can skip chssoing of heroes and (just get a random?) then I would a a condition to my GUI replace trigger which replaces the owner of item if unittype of owner of item equals to blabla, then make those conditions for all heroes.
For the morph option it would reguire you to when he picks up the item instantly replace with a item made for the picking hero, so when he use it he will morph to the right (thats aint so good a option, the first is better, and easier)
btw I aint a jasser, but this can be done in GUI, you jsut have to use the right conditions, and (of course the right actions :) )
Hope you got closer to what I meant, if you didnt understand my meaning tell me, then I post a trigger.
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09-08-2007, 03:38 PM
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#10 (permalink)
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I do the reserch for you!
Join Date: Feb 2007
Posts: 286
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Ok, first I like the idea of the morphing...but it wouldn't help because before they pick a element they pick a character..so that would sorta make that whole section useless...and your right..I dont know how to do that..probably one of those few things that always gets me in actions (like for each integer or replace all this..those get me a bit confused) and it probably has all the conditions I dont know (which are alot..I suck at conditions). And theres a way, to change the attack and defense of the unit (to something custom) without jass? Kool... Oh ans btw that code didnt work...Infact it made the code thats alreadly there useless....
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Snipers = ownage
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09-08-2007, 06:05 PM
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#11 (permalink)
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Creator of the world DDD
Join Date: Oct 2006
Posts: 1,630
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Okay here's a trigger I think will do the trick:
 Light Armor Trigger  Events   Unit - A unit Acquires an item  Conditions   ((Triggering unit) is A Hero) Equal to True  Actions
Lion and bear is just to hero types I made up, replace them with all the hero types you have, meaning repeat this if-then-else action for all your heroes.
The bear (light) and Lion (light) is the same hero as bear and lion, just with light armor insted.
Well this is how I would do it. Same would work for attack types.
The Light Armor is a item you have to make. (then you can always decide if it should do more then just giving light armor)
Last edited by RED BARON; 09-09-2007 at 01:07 PM..
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09-09-2007, 01:59 AM
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#12 (permalink)
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I do the reserch for you!
Join Date: Feb 2007
Posts: 286
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Ok thanks that means I need to make about 112 more units....wow.... 1 last thing before I take this on the new unit has the light armor (acctual custom armor) right? well then how would i make that? or is it alreadly incorperated in that...thank you..
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Snipers = ownage
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09-09-2007, 06:23 AM
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#13 (permalink)
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Mostly not dead
Join Date: Jun 2006
Posts: 2,794
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Light Armour would be a custom item, that you create. The way you actually implement the unit having "light" armour would be to create a custom unit with that armour type in the editor, which replaces the base unit through the trigger.
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09-09-2007, 01:12 PM
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#14 (permalink)
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Creator of the world DDD
Join Date: Oct 2006
Posts: 1,630
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Quote:
Originally Posted by Teh_Ephy
Light Armour would be a custom item, that you create. The way you actually implement the unit having "light" armour would be to create a custom unit with that armour type in the editor, which replaces the base unit through the trigger.
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Thanks for making it clearer for him, although I thought I made it clear enough... seems I was wrong
But one thing more about this.. yes you have to create many unit (heroes) to get this to work, but well you just need to copy-paste the hero and just change the armortype (or attack type), so wouldnt take that long.
Also this makes it posiable to strip the hero for all armor and attack if needed
The attack type change will be the same way, just where you example: pick up a chaos attack (item) insted of the Light Armor (item) and then replace him with hero with that attack, one thing though if the items aint one meaning both attack and armor changing in one item you have to make all armor types for all attack types so he wouldnt lose his armor type, so easier to just make it a combined item: example: Chaos-Light armor (item) replaces your hero with one with light armor and chaos attack. Else you could just use the problem to create some nice combine or soem limits.
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09-09-2007, 01:24 PM
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#15 (permalink)
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You are never right
Join Date: Sep 2007
Posts: 1,499
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Why not store unit damage value in a variable or in custom value and then detect unit's attack and heal or damage unit more? Or make a custom attack damage system, that would work aswell ! 
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