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[Mapping] Negive values.

Level 6
Joined
Aug 31, 2014
Messages
137
Lets learn about Negive Values shall we? now some may work some might not work but theres a lot you can do to make a more unqiue gameplay. Some may help so you don't have to use gui,jass,vjass, just using your creativdy will get you some place better

What could go wrong? As bizzard warns some negive values can cause crashes and weird bugs.

What it can do for you? As stated in the first sentence it could make for less trigger work.

Heres some abilitys that you can use negive values and can change the way you see them and how they work

Rejuvenation. You can give this a negive value in healing field and mana field to make a dot instead of a heal like for a warlock spell corruption and much more so you don't have to use soul fire or something that silances a target. Yes you could just use triggers but this may be a more effect way to change things up and if you want you can also trigger addional damage based on what you want or feel.

Phoxie Fire. This can only be used on intial damage damage over time will not work. Can be used to make a passive heal. For a healing totem a hero of some sort change then effects and buffs and give it more of healing look or even a imp for a burning heal that heals once then deals damage such as the one in wow must set targetable to friend/ally(then whatever you need else)

Inner Fire. Can use this to make a negive degrading Heath regen armor even damage.

Endurance aura, can be used to lessen the speed around units and attack speed.

Unholy aura. Can make a percanty or point value loss of heath reg.

soul burn. Can be used to grant attack damage, but also be used to deal damage to the unit kinda like unholy frezy but with out attack speed increase.

more to come

This is still in the testing phase and more will be added to the list give a comment below and test around to see what we can do to better the gameplay with fewer triggers.
 
Last edited:

Kyrbi0

Arena Moderator
Level 45
Joined
Jul 29, 2008
Messages
9,502
First of all, the word is "Negative".

It's a pretty good idea; on one hand, it's kinda the first thing people messing around with the WE & OE learn to do. One the other hand, that doesn't mean there shouldn't be a tutorial for it. Also, there are definitely some little protips that could be said.

Something that would really make this useful would be to exhaustively work your way through the Object Editor & catalog/test/notate the results of putting negative values on every ability. However, not only is this a lot of work... @therealattacka already did it, on this. Perhaps you can hook into that.

Good luck!
 

Dr Super Good

Spell Reviewer
Level 64
Joined
Jan 18, 2005
Messages
27,198
Negive Values
What is a "negive" value? I hope you are not being racist...

Rejuvenation. You can give this a negive value in healing field and mana field to make a dot instead of a heal like for a warlock spell corruption and much more so you don't have to use soul fire or something that silances a target. Yes you could just use triggers but this may be a more effect way to change things up and if you want you can also trigger addional damage based on what you want or feel.
Have you tested that it still fires on damage events? Healing usually does not, and so negative healing kind of "unheals" a unit instead of dealing damage. This is important for kill credits as if the fatal damage is caused by negative healing then it is known to have died by suicide rather than correctly crediting the negative healing source as the killer. This is why you must use the damage unit actions instead of set unit life actions to deal damage to a unit.

Phoxie Fire. This can only be used on intial damage damage over time will not work. Can be used to make a passive heal. For a healing totem a hero of some sort change then effects and buffs and give it more of healing look or even a imp for a burning heal that heals once then deals damage such as the one in wow must set targetable to friend/ally(then whatever you need else)
This might have the opposite problem unless you tested it. It might deal negative damage rather than healing so be subjected to armor type and ability reductions.

Inner Fire. Can use this to make a negive degrading Heath regen armor even damage.
Negative health regeneration is problematic from a kill credit point of view as the units might appear to suicide rather than be killed during combat.

Unholy aura. Can make a percanty or point value loss of heath reg.
Same problem as above. It does not do damage so will not correctly credit unit deaths that it causes.
 
Level 6
Joined
Aug 31, 2014
Messages
137
First of all, the word is "Negative".

It's a pretty good idea; on one hand, it's kinda the first thing people messing around with the WE & OE learn to do. One the other hand, that doesn't mean there shouldn't be a tutorial for it. Also, there are definitely some little protips that could be said.

Something that would really make this useful would be to exhaustively work your way through the Object Editor & catalog/test/notate the results of putting negative values on every ability. However, not only is this a lot of work... @therealattacka already did it, on this. Perhaps you can hook into that.
Good luck!
ty for that I will try to get in touch with this user maybe work together with it.
What is a "negive" value? I hope you are not being racist...

#Fireblast# no I'm not sure how you got that from negive values?
I will be more carful of how I word things from here out

Have you tested that it still fires on damage events? Healing usually does not, and so negative healing kind of "unheals" a unit instead of dealing damage. This is important for kill credits as if the fatal damage is caused by negative healing then it is known to have died by suicide rather than correctly crediting the negative healing source as the killer. This is why you must use the damage unit actions instead of set unit life actions to deal damage to a unit.

#fireblasts# requires further testing.

This might have the opposite problem unless you tested it. It might deal negative damage rather than healing so be subjected to armor type and ability reductions.



Negative health regeneration is problematic from a kill credit point of view as the units might appear to suicide rather than be killed during combat.

#fireblasts# Can be triggered to set a unit target? so when it dies could still give a kill.

Same problem as above. It does not do damage so will not correctly credit unit deaths that it causes.

I will hopefully get in touch with the person who started it and perhaps tie in with him using his own data
 
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