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custom abilites

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Level 3
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Feb 22, 2009
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56
Hey, everyone.
I'm working on a new WMW and I added some custom abilities which don't work and I don't know why.

1. Headshot - Critical Strike with 2% chance and 10times normal damage(never happens, no red numbers, seems to work with 100% chance, but that's obviously not what I want...)
2. Weapon Jammed - Critical Strike with 5% chance and 0times normal damage (never happens, no red numbers)
3. Devil's Servant (level-dependant, but I'll post stats for LVL 1 here) - Critical strike with 15% chance, 1times normal damage, 10 damage bonus (seems to happen because of red numbers, but no bonus damage)

I added the map to the attachments of my map developement thread(latest version is WMW TNG 1.2) so that you can test for yourselves and see the data in the map editor. Abilities are in folder: Abilies --> Custom Abilities --> Neutral Hostile


Can anyone help me with this?

Thanks for your help/answers in advance...
 
Level 8
Joined
Mar 12, 2008
Messages
437
1. Did you set it to 2.00 or 0.02? Because the latter is actually only 0,02% in this case.
2. What do you mean, 0 times normal damage? Do you mean that it won't do any damage? (Also same as above)
3. Don't know.
 
Level 5
Joined
Aug 17, 2008
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number 3 1 times normal damage take a number any number lets say 1023412358912345814789214721398421389347123847382471280378354*1
=1023412358912345814789214721398421389347123847382471280378354
so you see?(i dunno if this is what you meant)
 
Level 3
Joined
Feb 22, 2009
Messages
56
1. Did you set it to 2.00 or 0.02? Because the latter is actually only 0,02% in this case.
2. What do you mean, 0 times normal damage? Do you mean that it won't do any damage? (Also same as above)
3. Don't know.

I hotlinked the map so you could look for that yourself...
1. Value is 2.00...
2. Yes this means that the attack shouldn't deal any damage at all, but in fact it does because the ability doesn't work.

number 3 1 times normal damage take a number any number lets say 1023412358912345814789214721398421389347123847382471280378354*1
=1023412358912345814789214721398421389347123847382471280378354
so you see?(i dunno if this is what you meant)

Probably worst example possible because the number is by far too long... 2 * 1 = 2 would've done it too...
damage multiplier is supposed to be 1 because damage shall not be multiplied, but added (that's what "damage bonus" is for...)
 
Level 22
Joined
Nov 14, 2008
Messages
3,256
Hey, everyone.
I'm working on a new WMW and I added some custom abilities which don't work and I don't know why.

1. Headshot - Critical Strike with 2% chance and 10times normal damage(never happens, no red numbers, seems to work with 100% chance, but that's obviously not what I want...)
2. Weapon Jammed - Critical Strike with 5% chance and 0times normal damage (never happens, no red numbers)
3. Devil's Servant (level-dependant, but I'll post stats for LVL 1 here) - Critical strike with 15% chance, 1times normal damage, 10 damage bonus (seems to happen because of red numbers, but no bonus damage)

I added the map to the attachments of my map developement thread(latest version is WMW TNG 1.2) so that you can test for yourselves and see the data in the map editor. Abilities are in folder: Abilies --> Custom Abilities --> Neutral Hostile


Can anyone help me with this?

Thanks for your help/answers in advance...

1. It probably works, just dont happen because of the percent. Test to change the attack speed to 0.00 and test again ^^

As this isnt possible with triggers if your damage is different value aka example 10-20

Is possible due same damage example 10-10

2. Why you want that? So it will cause 0 damage or what? :)

3. Dunno, maybe can be triggered to deal those extras 10s but ...
 
Level 22
Joined
Nov 14, 2008
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3,256
I didn't do it with triggers. I just edited the abilities.
Do I need to do it with triggers?
Yeah, some towers are supposed to deal no damage every sometimes ^^

I thought so too lols but it should work.

If you fix it with the ability, you wont need a trigger :)

Maybe shouldnt be any red numbers then? Should it be like "0"? ^^

No I bet it work really, you can do the same with shadow strike, 0 the initial value and it wont pop up but the after poison does so, happy ending :mwahaha:
 
Level 22
Joined
Nov 14, 2008
Messages
3,256
Well for the first ability, there can be for some reasons:

1. You are sure that it is a unit ability?

2. maybe the targets are all wrong

3. test to check off the check dependencies thing

4. Remake the ability from a hero like blade master crit and change the values again
 
Level 3
Joined
Feb 22, 2009
Messages
56
1. I just edited the Critical Strike (neutral hostile) ability

2. If I change the chance of "Headshot" to happen from 2% to 100% the towers do 10x damage and the red numbers occur so the target should be right.

3. This value is set automatically to false on neutral hostile abilities...

4. I did but I can't give hero abilities to normal units...

Edit: Did some scripting so that I could test on my own without any other players...
1. Critical strike works if the chance to critical strike is 2.5% or higher. Any percentages below 2.5% will make the ability not work.

2.Weapon jammed works now. Setting the damage multiplier to 0.00 makes the ability not work. Setting it to 0.01 makes to unit inflict almost 0 damage.

3. Devil's Servant works. Bonus damage is dealt when the red number occurs(which means that it made a critical hit with 1 times normal damage but 10 bonus damage). Bonus damage is NOT displayed.
 
Last edited:
Level 22
Joined
Nov 14, 2008
Messages
3,256
1. I just edited the Critical Strike (neutral hostile) ability

2. If I change the chance of "Headshot" to happen from 2% to 100% the towers do 10x damage and the red numbers occur so the target should be right.

3. This value is set automatically to false on neutral hostile abilities...

4. I did but I can't give hero abilities to normal units...

Edit: Did some scripting so that I could test on my own without any other players...
1. Critical strike works if the chance to critical strike is 2.5% or higher. Any percentages below 2.5% will make the ability not work.

2.Weapon jammed works now. Setting the damage multiplier to 0.00 makes the ability not work. Setting it to 0.01 makes to unit inflict almost 0 damage.

3. Devil's Servant works. Bonus damage is dealt when the red number occurs(which means that it made a critical hit with 1 times normal damage but 10 bonus damage). Bonus damage is NOT displayed.

Good job :)

4. You base it of a hero ability and after that you check off the hero ability box ^^ well you found it out yourself I see
 
Level 8
Joined
Mar 12, 2008
Messages
437
You can actually give hero abilities to units (even if they still are Hero abilities), by shift+double-clicking the ability field and then entering the ability ID (for example Holy Light has AHhb). For example, Beastmaster's level 3 bear has a neutral blink, which actually is a hero ability, and the Infernal Juggernaut has the Inferno ability which actually is a hero ability.
 
Level 11
Joined
Nov 15, 2007
Messages
781
I remember hearing critical strike chances are rounded to the nearest 5.. So your 2% critical strike is actually 0%. Try setting it to 5% and see what happens. I've never honestly tested it, so it might just be a rumor.
 
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