| 02-09-2004, 02:11 AM | #1 |
is there some way to make a skill that with every level increases the accurace of the unit? im making a realistic map where you miss a lot, and im going to need a way to make heros hit more aften, and an upgrade to make non heros have better accurace. is this possible? |
| 02-09-2004, 02:21 AM | #2 |
Maybe you could give them critical strike, except make it do -100% damage so-and-so percent of the time and decrese the percentage with every level. |
| 02-09-2004, 02:32 AM | #3 |
that works for the heros, but what about the regular units? upgrade of some kind? |
| 02-09-2004, 02:39 AM | #4 |
Hmm, well the hero idea works fine (damn I was just about to suggest it, except to multiply by 0 instead of -100%) But for the units...perhaps if you're only going to have about 3 or 5 levels of upgrade, give them critical strikes, with every new level of the upgrade. Just pick every unit that it applies to on the map and remove all existing CS's and then add your new CS. Then, check for whenever that unit is produced and give them their correct level of critical strike. Use some arrays declared at the beginning of your map, like a unit type array and an array of integers, each unit type will correspond to an integer in the array and then just detect for that unit types creation at map start, and through in an array of abilities for the different levels of evasion that are to be added. Enjoy. |
| 02-09-2004, 02:45 AM | #5 |
Just before this mistake continues any more it is spelled accuracy. |
| 02-09-2004, 02:10 PM | #6 |
ya, sorry about the spelling. but back to the triggers involved . . . i have no idea how i would do that. and can you not make a skill an upgrade? because that would be a lot easier. |
| 02-10-2004, 12:11 AM | #7 |
An easier way to do it than picking every unit and adding and removing the ability. You can make one unit ability with multiple levels (similar to how you would make a hero ability). Then, make an upgrade in the object editor, set its effect to "Ability level bonus". Choose the ability to be upgraded (the one that gives the units a miss chance), and say 1 and 1 for the other two fields (Base and increment). Also, make sure that all of the affect units have that upgrade. And, that should work... should. |
| 02-10-2004, 01:56 AM | #8 |
or, use triggers. first, make several copies of the buff for "curse" that go from say 50% miss to 5% miss spreading across a few levels/increments (50, 45, 40, 30, 25, 20, 15, 10, 5, 0) then, make a dummy hero spell that is based off of attribute bonus but with no stat bonuses, and the description that says *Accuracy Bonus: With every level, the chance to miss becomes less due to an increase in accuracy. then, make a trigger that applies a constant buff of the custom curse, and make it re-apply it every so often or if there is a way, make it undispellable. then, make another trigger that is activated whenever "a hero learns ability Accuracy Bonus" or levels it up or something. this trigger when activated changes the previous trigger to apply the second level acuracy bonus, thus reducing the chance to miss by a % do this for each successive level of the bonus, and you should be good to go hope this helped |
| 02-10-2004, 02:18 AM | #9 |
would the upgrade one work? because im lazy and i dont want to write all of those triggers. so if the other on would work i would go with that, so will it? |
| 02-10-2004, 02:21 AM | #10 |
The upgrade should work. Although I've never used it myself, there are plenty who have said it does in fact work. |
| 02-10-2004, 02:34 AM | #11 |
Yes, the upgrade would work. Just remember to add the upgrade to the "upgrades used" field on the units...It wouldn't, however, allow you to change the accuracy for a specific unit. |
| 02-10-2004, 02:41 AM | #12 |
what do you mean by "specific unit"? does this mean that i can only do it for units types, are the other way around? |
| 02-10-2004, 03:28 AM | #13 |
Yes...for example, let's say player one has a bunch of footmen and he researches better accuracy (edited upgrade). Every single footman owned by player 1 would then get better accuracy. If you don't want this then you'll have to use triggers to add/remove abilities or morph the unit using metamorph or triggers into a unit with the same stats but a diff level of the "accuracy" ability |
