| 12-17-2008, 08:24 PM | #1 |
I can't seem to find any way to script attack speed without either a skill with 100 levels where each level increases attack speed by 1. Which seems like a very bad work around when there has to be some other way to add ASPD bonus to units. Also I wouldn't want a buff to show up in stats on my unit. I've searched through the triggers on JASS sites and such and the forum but can't find any topic regarding the issue with Attack Speed. I've not takes much time on the hiding buffs issue but I assume there's some way to stack the same one or something to simulate APSD increase. I want minimum file size, CPU and mem use. I would need this script because I want custom stat effects, such as STR adding ASPD instead of AGI as well as AGI and STR adding HP. These are only two examples. I decided to type a few more. Stat examples: STR: ASPD, Carry weight, HP Regen(when using rest skill), Accidents occurring + 0.25% AGI: Move Speed, Increase damage taken 0.2%. (and a few more things) INT: Accidents occurring - 0.25%, Decrease damage taken 0.2%. (and a few more things) Some summed up question points: 1. Scripting ASPD using "Custom script"-Jass or some "Jass-function engine thing"(never used before) 2. Making stats do custom things and not what they initially were made to. 3. Using buffs to add stats, and hiding them. Thanks for any help in advance, take care. /Bowzerbro ![]() |
| 12-17-2008, 08:35 PM | #2 |
Sounds to me like you need Unit Properties. |
| 12-17-2008, 08:36 PM | #3 |
Check out Cohadar's Bonus |
| 12-17-2008, 08:36 PM | #4 |
dunno if it works 100% but couldnt you just rename agility to strength by changing the text in "game interface" ...? |
| 12-17-2008, 08:37 PM | #5 |
Best way to handle attack speed (and other stats far as I know) is item abilities with multiple levels. This won't take up much space (unless you want to go crazy and have 1000 levels, 100 isn't outrageous by any means), nor will it take up any CPU/MEM. It will increase loading time, and you will need to preload (have a unit with it preplaced before game starts and then remove it at start) the ability to prevent initial lag when it first comes into play. The systems posted are indeed useful (no idea which is better). If it is just a few different abilities you want to do, then do not bother with these systems. On the other hand if you will be doing a lot of stuff like this, make sure to get the system. |
| 12-17-2008, 09:02 PM | #6 | |||
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Karawasa: Suppose I'll try both ways and see which ones is better in beta version once it is done. Will most likely be alpha for quite a bit more :) Fairly peaceful map but want quite a few functions. Will eventually add things I've got in mind but first I need a few basics to both be able to play for more ideas and to learn some about how to map things. I was working on something far more advanced once, but I stopped working on it due to starting at some education thing. I'll probably be able to make that map quite fast after this one is done since even though it may seem more advanced, I feel like a few things that I had problems with could be solved quite easily now. Thanks. I like your map btw :) * I just remembered something, I'll add it before I go sleep (brushing teeth). I want a very dark map and use a light source on my unit to light up round my unit. That would be using low sight radius and just keep resetting the fog? Amongst other things (dunno what) Well good night, and thanks for the replies. |
| 12-17-2008, 09:19 PM | #7 |
The system is basically just automatically doing what I described for you in manual. Of course not all unit/hero stats are handled the same way (for instance there is a trick for a few that allow you to exploit a game bug and make it so only a few levels are needed for anything). I recommend thinking long and hard before going down the path about how you want to approach this. It would be much easier to start with the system now, then to go back and use it later if you decide. If your uses for this are limited (in frequency) or you can use the same thing in different places, then you should avoid the system as said. It bloats the map in different ways and would be a negative in that scenario. If you are unsure, or think you will have a lot of different uses, then definitely get the system (otherwise you will regret it). |
| 12-17-2008, 10:19 PM | #8 |
concerning ur "dark map" idea ... this thread might be of interest for you: http://www.wc3campaigns.net/showthread.php?t=91491 well its an tutorial about structs and stuff ....but its about an spell, which might be useful for your map.... |
| 12-17-2008, 11:51 PM | #9 | ||
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| 12-18-2008, 12:58 AM | #10 | ||
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Wonder what I meant by that... ...though if you want to nitpick, "abilities" would have been better than "levels" in that sentence. |
| 12-18-2008, 09:21 PM | #11 |
I'll start with the Unit Property one, I'm fairly sure it will be the one I end up using on beta. I had to read through posts a few times, conversations and stuff confused me :p Worked 5 and a half hour overtime so only got time to reply then go to sleep. Well pretty much. Sorry akolyt0r: I'll check that out thank you. Anitarf, Karawasa: I think the Unit Property one would be enough since it has max hp and aspd. If it works smoothly. Thank you both. Anitarf, I can disable units from showing up on map, may be able to govern that with some sort of script or just control fow. :) Night ![]() |
| 12-18-2008, 09:25 PM | #12 | |
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You should think about what functions you want to use, such as max hp, aspd etc.. Then you can gut (go through and cut out) the rest from the system in terms of code and perhaps dummy objects. This will make it easier to edit (less to scroll) and save map size. In the future if you need something back just get it from the system code here (or backup versions...) |
| 01-08-2009, 06:51 PM | #13 |
Sorry for not adding any replies lately but I've been doing test maps and going through tuts. Also I've got work in between so time is very limited since I do more even so :| Used to have more time for stuff like this ;p Quite annoying with so limited time. Oh yeah, and there was christmas and all that stuff :p - Made GUI-based test map which had quite a few things that I liked. Ended up with a few problems still. * It appears you can't 100% block visibility using path blockers. Possibly if you block path next to the visibility blocker. I tried making the oc.height 6000 and it worked to block hero los(line of sight) but when I spawned a human worker they saw though and I wasn't able to prevent them. Possible solution would be blocking before you can go close to the blocker, though that is counter-productive or w/e I should call it since imo you should only need to put one line that does both -_____-;. Having the height too high reverts effect and doesn't appear to work or help. Darn visibility stuff, and I who need flashlights and night-system later :| * Ability and stat adding system was sorted in gui version. Want more fancy version anyway so I'll rework once I know jass :X - Started going through a series of Jass lessons. Gone through to 5 where I decided to over-do experimenting. Which is where I am currently at trying to learn how to use Table system, not sure if I implemented it yet even. Not sure how to. So maybe I implemented it! Currently stuck between about 5 functions trying to make sure everything is set properly for first test. ... Process is slow since it is not easy to navigate and there's so much code chunks that I do not yet fully understand how to use yet. :p Anyway, that's it for today I suppose. Didn't get any farther I think :p Was supposed to clean apartment some more today but never happened. Too tired after work so I don't bother. ~bowzerbro, hopes above text isn't as horrible as he suspects. ![]() |
