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Damages ability

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Level 6
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Don't think it's possible to spot the armor type, so I think you have to put every unit with that armor type into a variable and do it that way.
 
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In WE, you can go to Advanced -> Gameplay Constants (Make sure you enable custom gameplay constants in top-left corner of GC menu)-> and edit the Combat - Damage Bonus Tables to control how much damage certain attack types deal to others. If only 1-2 units need this ability, then you can give them a special attack type (not used by any of your other units) and set the % of damage dealt to Light Armor.

Example:

Set your unit [In OE]:
Combat Attack Type -> Chaos

In Gameplay Constants:
Combat - Damage Bonus Table - Chaos -> Change Small (Light Armor) value to 1.1 (intial is one, and change damage % to other armor types to w/e you need). The values you see here are percent. (i.e. .8 = 80%, 1.1 = 110%)

The armor types:
Small - Light
Medium
Large - Heavy
Fortified
Normal - not used in TFT to my knowledge, was hero armor type in RoC I think
Hero
Divine - not used outside of campaign
Unarmored

In case you haven't gotten around to figuring it out, the damage types are:
Chaos
Ethereal - not used to my knowledge
Hero
Magic
Normal
Pierce
Siege
Spells - Abilities such as fireball, blizzard, and starfall are spell damage

//\\oo//\\
 
Level 6
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Boris he asked for how to deal a constant damage as in +10 damage and not 10% damage to an armor type. And as told before it's only possible with triggers.
 
Level 14
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Boris he asked for how to deal a constant damage as in +10 damage and not 10% damage to an armor type. And as told before it's only possible with triggers.

Damn, misread OP. Sorry...

If any attack type is allowed to deal damage, then an inverse Hardened Skin can be used. Under the ability, set Data - Ignored Damage to -10 and Data - Minimum Damage to 0 (Hold shift, then double click to do this). Give this ability to all units with light armor and use a hidden spellbook to prevent players from seeing it. (Give the spellbook the altered hardened skin, give the unit the spellbook, and disable the spellbook for the players via trigger [In TE, it's Player - Enable/Disable Ability, so Disable <your spellbook> for Player X])

If only certain attack-types are allowed to deal the 10 additional damage, then it has to be triggered. Otherwise, there's no point in making the game check armor type of an attacked unit everytime a unit is attacked.

//\\oo//\\

Edit: This would be a permanent effect. If you want to activate it/deactivate it, you'd have to use triggers to add/remove this ability.
 
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Level 14
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make an ability based on Unholy Frenzy, etc...then make all data to zero... then make a formula that is (Damage of hero+10), then make...

Unit - Damage Target (formula), etc...(should be Chaos & Death)

Are you using the trigger to ensure this ability only affects Light armor types? If so, do you mind listing all of the steps out? (Set up the entire trigger)

//\\oo//\\
 
Are you using the trigger to ensure this ability only affects Light armor types? If so, do you mind listing all of the steps out? (Set up the entire trigger)

//\\oo//\\

Formula depends on hero damage per dice & sides per die and main attribute...

example:

set Damage = ((Agility of (Casting Unit) (exclude bonuses)) + random integer between 3 and ((Agility of (Casting Unit) (exclude bonuses))
 
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