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Armor Percent. DO NOT WANT! :P

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Alrighty, I really hate armor percent in-game, how much armor your hero have effects the percent of damage taken.

I just simply want;
Footman does 10 damage against a hero with 2 armor: 8 damage

Simpel and clean, But, how do I do it?


*How do you do, do you do, the things that you do.
No one I know could ever keep up with you.
How do you do! Did it ever make sense to you to say Bye, Bye Bye?*
....Sorry, had to quote it from Roxette : (
 
Alrighty, I really hate armor percent in-game, how much armor your hero have effects the percent of damage taken.

I just simply want;
Footman does 10 damage against a hero with 2 armor: 8 damage

Simpel and clean, But, how do I do it?


*How do you do, do you do, the things that you do.
No one I know could ever keep up with you.
How do you do! Did it ever make sense to you to say Bye, Bye Bye?*
....Sorry, had to quote it from Roxette : (

you can use the hardened skin ability... remove the unit's armor, turn armor points per agility to 0 ( in the gameplay constants) then make armor items use modified hardened skin abilities...
 
Level 14
Joined
Aug 31, 2009
Messages
775
The Damage Bonus table won't help with armour at all, it will only change the bonus damage dealt to different armour types.

As Adiktuz said, use different ranks of the Hardened Skin ability, as it directly reduces damage by a flat number.

use normal armor, it takes 100% from all who opposes it
Yeah, if you're still in the stone age and using Reign of Chaos. The Armour bonus damage tables are utterly different in Frozen Throne.
 
but hardened skin doesn't reduce spells .. right?
or trigger based skill damage?

I think for spells yeah I think it doesn't, I'm not sure about the triggered damage, if it does not reduce triggered damage then since the damage is triggered you can just check the level of hardened skin for the unit and reduce the damage...
 
Level 6
Joined
Oct 7, 2008
Messages
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You have to use a damage detection system for that and script the damage fully.
My team is using the same thing in our Map Gaias Retaliation Orpg(although i am only modeling i know what goes on xD)

So just set the armor reduce you get to 0% and everytime when someone is attacking set the damage the unit gets into damage- armor of attacked unit
 
Are you guys high now??? :S

>>> This <<<
GAMEPLAY CONSTANTS

Combat - Armor Damage Reduction Multiplier: 0.00
Combat - Damage Bonus Table - Chaos: 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00
Combat - Damage Bonus Table - Etheral: 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00,
Combat - Damage Bonus Table - Hero: 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00
Combat - Damage Bonus Table - Magic: 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00
Combat - Damage Bonus Table - Normal: 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00
Combat - Damage Bonus Table - Pierce: 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00
Combat - Damage Bonus Table - Siege: 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00
Combat - Damage Bonus Table - Spells: 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00

Now the units will take the damage amount that the unit does
And -1 of the total damage given by attacking unit if a unit has 1 armor
 
Level 5
Joined
May 31, 2009
Messages
122
Are you guys high now??? :S

>>> This <<<
GAMEPLAY CONSTANTS

Combat - Armor Damage Reduction Multiplier: 0.00
Combat - Damage Bonus Table - Chaos: 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00
Combat - Damage Bonus Table - Etheral: 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00,
Combat - Damage Bonus Table - Hero: 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00
Combat - Damage Bonus Table - Magic: 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00
Combat - Damage Bonus Table - Normal: 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00
Combat - Damage Bonus Table - Pierce: 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00
Combat - Damage Bonus Table - Siege: 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00
Combat - Damage Bonus Table - Spells: 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00

Now the units will take the damage amount that the unit does
And -1 of the total damage given by attacking unit if a unit has 1 armor

no, but im not so sure about you.
 

Dr Super Good

Spell Reviewer
Level 64
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Messages
27,198
Firstly you will need to raise a huge some of money.
Secondly you will have to enter nogotiations with Activision Blizzard about purchasing the game WC3 or atleast its source code.
Finally you will need to modify and redistribute the game with the armor code changed to do the functionality you want.

Basically that formula is hard coded, sorry.

You could make trigger systems to emulate the damage however as then you can do what you want.

For the notes, each point in armor equivently multiplies hitpoints when receiving damage by the ammount in the game play constants. Armor can not lower damage below 1 however armor type can as it is applied after armor reduction.

Equally well the stone skin ability of the mountain gients does what you are after so you could give all units one of those and set the armor HP multiplyer to 0. This however does not allow easy adjustment of armor and could end up with a huge number of abilities and levels. Overall if you are doing a map where damages are all sub 100 then make a stone skin ability with 100 levels, where each level prevents level ammount of damage 100% of the time to a minimum of 1 or 0. This will need triggers if heroes or upgrades are involved inorder to change the level of the ability.
 
Are you guys high now??? :S

>>> This <<<
GAMEPLAY CONSTANTS

Combat - Armor Damage Reduction Multiplier: 0.00
Combat - Damage Bonus Table - Chaos: 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00
Combat - Damage Bonus Table - Etheral: 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00,
Combat - Damage Bonus Table - Hero: 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00
Combat - Damage Bonus Table - Magic: 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00
Combat - Damage Bonus Table - Normal: 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00
Combat - Damage Bonus Table - Pierce: 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00
Combat - Damage Bonus Table - Siege: 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00
Combat - Damage Bonus Table - Spells: 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00

Now the units will take the damage amount that the unit does
And -1 of the total damage given by attacking unit if a unit has 1 armor

For war3-TFT

that's not right... that damage table works by reducing the damage intake into a percentage...

ex. Combat - Damage Bonus Table - Spells: .5, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00

A unit with attack type spell attacks a unit with armor of type equal to the first in that line (the armor corresponding to the value .5), the attack will only deal a maximum of 50% of its maximum damage... So lets say the unit's attack = 100 then it will only deal 50 damage to the unit
 
STILL THIS BELOW

GAMEPLAY CONSTANTS

Combat - Armor Damage Reduction Multiplier: 0.00
Combat - Damage Bonus Table - Chaos: 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00
Combat - Damage Bonus Table - Etheral: 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00,
Combat - Damage Bonus Table - Hero: 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00
Combat - Damage Bonus Table - Magic: 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00
Combat - Damage Bonus Table - Normal: 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00
Combat - Damage Bonus Table - Pierce: 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00
Combat - Damage Bonus Table - Siege: 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00
Combat - Damage Bonus Table - Spells: 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00

Now the units will take the damage amount that the unit does
And -1 of the total damage given by attacking unit if a unit has 1 armor
 
Level 28
Joined
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Messages
4,789
STILL THIS BELOW

GAMEPLAY CONSTANTS

Combat - Armor Damage Reduction Multiplier: 0.00
Combat - Damage Bonus Table - Chaos: 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00
Combat - Damage Bonus Table - Etheral: 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00,
Combat - Damage Bonus Table - Hero: 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00
Combat - Damage Bonus Table - Magic: 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00
Combat - Damage Bonus Table - Normal: 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00
Combat - Damage Bonus Table - Pierce: 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00
Combat - Damage Bonus Table - Siege: 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00
Combat - Damage Bonus Table - Spells: 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00

Now the units will take the damage amount that the unit does
And -1 of the total damage given by attacking unit if a unit has 1 armor
This has been answered before: no, you're wrong.
The damage reduction will always be 0% with this, so a unit with 10 damage attacks a creep with 100000 armor: the creep receives 10 damage.
The way you wanted it, the damage output should be 0 (or 1, if you set that as a minimum).

You can calculate the armor via triggers (the agility, the base armor and the items), create a damage detection system (or use one, there are plenty on the hive) and then either deal triggered damage, or 'heal' the unit to reduce the damage taken.
In short: you've got a lot to do, if you're not really good with triggering, you can either ask someone else, or forget about it.
 
This has been answered before: no, you're wrong.
The damage reduction will always be 0% with this, so a unit with 10 damage attacks a creep with 100000 armor: the creep receives 10 damage.
The way you wanted it, the damage output should be 0 (or 1, if you set that as a minimum).

You can calculate the armor via triggers (the agility, the base armor and the items), create a damage detection system (or use one, there are plenty on the hive) and then either deal triggered damage, or 'heal' the unit to reduce the damage taken.
In short: you've got a lot to do, if you're not really good with triggering, you can either ask someone else, or forget about it.

Weird, it works SUPERB for me both online and offline
Guess my version of the editor is better then everyone of yours :S
 
Heard that "Jesus4Lyf's Damage system" can make this happend, although, where do you get a hold of that system? :O

+4 BUMPS

Maybe this thread should be in triggers or jass now..

Yeah, GUI doesn't support elseif in RoC and I think about 90% of the mappers care ^^
(Only about 2% of the better mappers though :/)

Actually it didn't work, my bad Im the high one

So how do I make a trigger or JASS script that makes this happend?

Such system was made in night_wolveX's starcraft map, but I forgot how it was done.

Interesting.. doesn't help out a lot tho, try to dig a bitty in the back of your brain, shit's always hiding back there! ;D

I am pretty sure RoC could handle case statments.

Why the hell should elseif be unique to TFT? Maybe the GUI did not support it but then again no one cares about GUI.

Well then, if GUI cant do it, how about JASS?

You have to use a damage detection system for that and script the damage fully.
My team is using the same thing in our Map Gaias Retaliation Orpg(although i am only modeling i know what goes on xD)

So just set the armor reduce you get to 0% and everytime when someone is attacking set the damage the unit gets into damage- armor of attacked unit

Wow, that is EXACTLY what I want!!

Everybody: Try out Gaias Retaliation Orpg and you see what I mean with the armor system

>>> Unit has 10 armor, my unit does 7 damage = The armored unit only takes 3 damage <<<
 
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