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neku99
Last Activity:
Jul 20, 2019
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Mar 18, 1995 (Age: 24)
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neku99

re, Male, 24, from ...

neku99 was last seen:
Jul 20, 2019
    1. Adiktuz
      Adiktuz
      yup... the damage percent of the attack-types on the gameplay constants doesn't affect the damage which shows on a unit's UI... ^_^

      and its a sure thing, why?

      because aside from the UnitId check, I also check if the damage dealt is 0.00 so its working 100%.
    2. Adiktuz
      Adiktuz
      yup, I'm talking bout my map...

      unit's have a min and max damage right? the one you see on the UI... ex: 1-10

      -This is an example which I used in my map-

      well since the DDS will fire off when a unit is damaged you need to somehow add a condition.

      On my case, I use a dummy unit to cause the "real damage"(the triggered one) whenever a unit gets damaged by a unit(B) (and on my case damage done by other units is 0.00 because of the settings)

      So the DDS checks if the UnitId that caused the damage is the same as the Id of the dummy unit, and if not (meaning the damage is not yet the calculated) the DDS will run its actions
      -Get the damage of the unit (via a library that saves a unit's min and max damage)
      -Apply reduction calculations on the damage value
      -Make the dummy unit owned by the player which owns the unit(B) deal the calculated damage amount to the damaged unit.
    3. Adiktuz
      Adiktuz
      What I did on my map was this:

      On the gamelay constants:
      I've set the damage dealt by all attack-types to 0.00 except for attack-type Chaos
      -basically Chaos would still deal 100% for all armor types while the others deal 0.00 so dont give attack-type chaos to any unit in the map

      Then I made a library which stores every UnitIds min and max damage value.

      Then made a dummy unit that will be the one that will cause the "real damage".

      Then create one dummy per player

      Then made a DDS which checks if the damager's unitId is the not equal to the dummy unit.
      -If not then we will calculate damage by getting a random real between the unit's saved min and max damage
      -then reduce it by the value of the damaged unit's reduction...
      -and make the dummy of the damager's owner to deal the calculated damage (using ATTACK_TYPE_CHAOS, DAMAGE_TYPE_DIVINE)

      -And basically all damages will have to be made custom, especially spells, so no default spells-
    4. Adiktuz
      Adiktuz
      your suggestion is fine, but that would result to more code rather than the user just initializing every unit... mainly because I would then need to have two libraries, one will have the armor value for every unitId, and then DRT...

      while if the user wil just do it, another library isnt really needed... the user can do it on map init

      Pick - every unit
      If-then-else
      If-conds
      Unit-Type is equal to blahblah
      Then - actions
      call ......

      now that would be shorter than if I make a new library and will take less map space since you dont need to save the armor value per UnitId anymore...

      basically, its more efficient if the user himself initializes every unit rather than me providing another library that would "automize" it a little bit.
    5. Adiktuz
      Adiktuz
      This sets the reduction value of units, when you initialize them. Basically you need to initialize EACH individual unit that will use the system. And you can dynamically change the reduction values of each individual unit in-game. Instructions included on the code.

      I have another one on my comp which is easier to use (uses UnitIds rather than units, so you only need to initialize each unitId and it will affect all units with that Id). BUT since it uses a common reduction per UnitId, you cannot change a single unit's reduction without affecting similar units.

      And that's why I have uploaded the Per Unit DRT, rather than the Per UnitId...
    6. Adiktuz
      Adiktuz
      Yup, though the system doesn't support armor types... and it must be used in a custom damage system...

      And the ItemTable is only useful if you will use the normal wc3 inventory or an ordinary bag system...
      Anyway if you can use an FSI or any other inventory, it wont be a problem integrating the ReductionTable. (I managed to integrate it with The_Witcher's Inventory system)
    7. Adiktuz
      Adiktuz
      Finally its working!!!

      Well, DamageReductionTable isnt a Damage system, its just a reduction table. Its meant to be used in a SIMPLE custom damage system since its kinda lacking advanced features (like different armor types, but the user can do that in their damage system themselves... ^_^)...

      ItemTable lets you set the reduction values of an Item type and automatically updates a unit's reduction values when it picks/drop/pawn an item...
    8. Adiktuz
      Adiktuz
      doing an ItemTable for the DamageReducitonTable which somehow I cant seem to make it work...
    9. Adiktuz
      Adiktuz
      Shadows of Everwood... an ORPG... there's a link on my sig, I'm working as a coder...

      but it seems you found it... ^_^
    10. Adiktuz
      Adiktuz
      thanks!!! but maybe we can say that is an early alpha demo... ^_^...

      yup, its a single player RPG.

      btw, progress is kinda slow because I work on SoE... ^_^

      gotta sleep, good morning... ^.^
    11. Adiktuz
      Adiktuz
      oh, yeah the website... havent updated it in a while... though what's posted there is still true. ^_^

      the demo will come surely before the end of this year but it will not be as big as I have planned... ^_^

      and yeah, the inheritance thing is great... and most full vJASS systems like Berb's Projectile, requires that (you cannot use his system effectively without using inheritance)...
    12. Adiktuz
      Adiktuz
      my own proj, hmmm....

      doing some terraining and finishing the game cache save system...

      right now I decided to finish at least 4 spells for one character and then I'll code some quest and I'll release a very small, pre-alpha demo...
    13. Adiktuz
      Adiktuz
      Here's the link, I only made the code but I added instructions in case you want to test it (basically you just need to create a dummy spell and edit some lines)

      NovaSystem with Tranq
    14. Adiktuz
      Adiktuz
      I'll try to do it tomorrow, kinda sleepy, though its only a few lines... hmmm... I'll try to make it now...
    15. Adiktuz
      Adiktuz
      I knew why, I posted on the spell... redownload it...
    16. Adiktuz
      Adiktuz
      the BuffNova dont do damage, but others do damage, but NOT ON THE MAGNATAURS coz they're magic immune and all of those spells use ATTACK_TYPE_MAGIC...

      btw, if you want a tranquility spell example using the system, I can code you one tomorrow... with comments so you can study it... ^_^
    17. Adiktuz
      Adiktuz
      yup... I added a new sample nova which improves the stats of a hero hit by that nova by 10 permanently... ^_^
    18. Adiktuz
      Adiktuz
      I updated the Nova System, now you can create a supportive nova spell via struct inheritance coz of the new interface method OnHit...
    19. Adiktuz
      Adiktuz
      me too.... ^_^
    20. Adiktuz
      Adiktuz
      I dont just watch it, I've WATCHED it over and over... maybe about 10 times now (season 1 and 2)...
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