| 05-10-2004, 01:58 PM | #1 |
Hi! I am doing another TW (Towe Wars) along all others. But I am kinda stuck, or well, not really.. though I could use some help. I need a nice formula to increase HP on the units sold to attack the other players. There are 44 creeps divided to 4 shrines. So what I need is something that helps me calculate a balanced HP increament. I am doing the tower-related stuff after the creeps so I can balance the towers better. What I need: A nice formula to calculate the units HP after level (11 levels for each shrine) and shrine. I have tried alot, but either the increament get too big or too small. I don't seem smart enough... :\ something like: shrine * level + 100 * 0.70 = HP well, I guess you know what I mean. |
| 05-10-2004, 02:10 PM | #2 |
You are just going to have to work with this yourself and try to find a way to make it work for you. Here is one that I think would work. (shrine*100)+(level*100)*.7 |
| 05-10-2004, 03:41 PM | #3 |
Well, I thought that maybe someone already had a smart one or something ;) I however can't use yours 'cus the increament is too small... the last unit will have 1050 and the first 140.. I have to work on it.. Also, I have to relate the HP to the cost in some way.. ^_^ *goes away to think* |
| 05-10-2004, 10:51 PM | #4 |
How about (shrine*1000)+(level*100)*(.1*level) |
| 05-11-2004, 01:33 AM | #5 |
Use this: (Note the [Shrine Level - 1], that means level 1 uses a 0 in the equation) Integer ( Integer ( 100 * 1.125 ^ [Shrine Level - 1] ) + Absolute ( ( 100 * 1.125 ^ [Shrine Level - 1]) * Sin([Shrine Level - 1]) ) ) If you want level 11 to have say, around 16,000 hp and level 1 to have 100 you use... Integer ( Integer ( 100 * 1.65 ^ [Shrine Level - 1] ) + Absolute ( ( 100 * 1.45 ^ [Shrine Level - 1]) * Sin([Shrine Level - 1]) ) ) Now, notice that there is a Sine in there. That means you will get a graph like this: ![]() The Sine, or if you want Cosine or Modulo or any other system you want to use to create a repeating change, can modify the chart. Making it more or less linear as you choose. |
| 05-12-2004, 02:54 PM | #6 |
Thanks I will try that. Edit: By the way... hmm that calculation can only be made with the editor, if you don't know what all those functions do, and I don't^^ I was thinking of a "manual" way to calculate it to apply to the unit while editing it... But maybe it is possible to set a units max health with JASS or something? having all units with max hp and then set it to whatever that formula calculates could make that annoying "you-have-to-much-hp-so-I-won't-let-it-show-bug" appear... Edit2: Or, you could explain that ;) |
| 05-12-2004, 08:50 PM | #7 |
Well, I believe using WEU advanced upgrades, or hell, I think basic world editor, you can set a unit's max life. Simply do it so that: Event - Unit is trained If ( Triggering Unit is (Shrine Level 1) ) then set unit Max Life to [equation] else do nothing Repeat as needed. |
| 05-13-2004, 03:37 PM | #8 | |
Quote:
Thanks alot! I'll try and come back if it doesn't work ;) Or if there is something I don't understand. EDIT: humm.. well actually I appreciate your help, though it would help like 7342856238576 times more if you could paste that formula in "WE style"^^ I will try for myself. but just in case you know ;) EDIT2: I know I must be a pain in the ass. But.. 1. would it completly lag wc3 if that formula is run every time a creep is purchased, and 2. In that formula there is no constant for the level of the creep, right? It must be.. I think^^ Or myabe you have taken that in consideration.. |
| 05-13-2004, 08:44 PM | #9 |
If you do it that way, you dont need a formula. You can set the life yourself. |
| 05-14-2004, 12:46 PM | #10 |
oh well. I will try it. Thanks anyway. |
