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Critical Strike Chance Depending on Agility?

02-18-2009, 02:59 PM#1
muse1988
Hey guys I was wondering if anyone could help me out,

Basically I have a passive critical strike ability with levels such as the following,
Level 1 - % Chance = 0.5
Level 2 - % Chance = 1
Level 3 - % Chance = 1.5 ect (basically it goes up in 0.5s all the way to 100%)

You get the idea, basically I want to make a system similar to WoW, where your critical strike chance is dependant on your agility for your level.

I believe WoW has some sort of system where you have a "base agility score", and depending if your agility is above or below this "base score", depends how high or low your critical strike chance is.

I know I would need triggers detecting the heros agility everytime he levels or manipulates items,

but I am completely clueless on how to go about this in a leakless easy way with GUI.

Would I use arrays and loops to check the heroes agility compared to the base agility for that level? And somehow set the ability of critical strike accordingly?

Many thanks
02-19-2009, 12:38 PM#2
Vexorian
The best possible way would be to have different critical strike levels and then just change the ability's level according to agility, it is easy, light and without extra issues. If you worry about abilities not being widgetizeable, you can always have multiple critical strike abilities instead of levels. Just remember that you don't need more than 15 variations (I wouldn't do more than 6) just convert intervals of agility values to one of the variations.
02-19-2009, 02:31 PM#3
Zerzax
Litany's Unit Properties could also be useful in this case (pretty much the same thing as Vexorian said) - it allows for leveling in powers of two, and you could convert the current agility to some kind of base integer which would be the level of critical strike.

EDIT: Saw it should be in GUI, this only applies for vJASS... You can try it later maybe.
02-19-2009, 02:35 PM#4
DioD
GUI == no way

Use any damage detection system from resource and code critical.
02-19-2009, 04:23 PM#5
Captain Griffen
Quote:
Originally Posted by DioD
GUI == no way

Use any damage detection system from resource and code critical.

QFT.

Ability chances are linked to 5% intervals. Go figure, Blizzard sucks.
02-19-2009, 06:05 PM#6
xombie
Quote:
Originally Posted by Captain Griffen
Ability chances are linked to 5% intervals. Go figure, Blizzard sucks.

Are you serious?
02-19-2009, 06:08 PM#7
Captain Griffen
Quote:
Originally Posted by xombie
Are you serious?

No, I'm deliberately fucking with your mind?

NB: Only actually sure it applies to Critical Strike. Think it applies to Hardened Skin too, but not to evasion; go work that one out...
02-19-2009, 06:28 PM#8
xombie
Quote:
Originally Posted by Captain Griffen
No, I'm deliberately fucking with your mind?

It takes a lot more than bad sarcasm to fuck with my mind, I was merely posing a question to ensure that if there were any exceptions you would've stated them.
02-19-2009, 06:54 PM#9
Captain Griffen
Quote:
Originally Posted by xombie
It takes a lot more than bad sarcasm to fuck with my mind, I was merely posing a question to ensure that if there were any exceptions you would've stated them.

Read my second post fully.
02-19-2009, 07:36 PM#10
xombie
It said 'All abilities', yet in the post with your witty sarcasm you state that evasion works differently. So...
02-19-2009, 08:32 PM#11
Captain Griffen
Question: How do you get "All abilities" from "Abilities"?
02-19-2009, 08:58 PM#12
xombie
Haha. Okay I guess so.
02-19-2009, 09:52 PM#13
Rising_Dusk
Triggered critical strike doesn't require the damage point of the attacker at all. We've worked this all before. That damage point stuff is for triggered evasion.