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Changing the rules.

07-21-2004, 04:12 AM#1
Psyny
Hi,

I can some of the basic rules of the game in my map ?
Its predefined in a file in the MPQ ?

I need to change things like , the armor gain to be based on STR not on AGI.

Thanks. Psyny,
07-21-2004, 04:49 AM#2
VileVII
Quote:
Originally Posted by Psyny
Hi,

I can some of the basic rules of the game in my map ?
Its predefined in a file in the MPQ ?

I need to change things like , the armor gain to be based on STR not on AGI.

Thanks. Psyny,


I think what you need is in the "Advance" tap, (in the WE), "GamePlay Constant", "Hero Attribut"....


if this isnt what you wanted, maybe you could edit it using trigger...

Hope it helps
07-21-2004, 06:45 AM#3
HexenLordX
Quote:
Originally Posted by Psyny
Hi,

I can some of the basic rules of the game in my map ?
Its predefined in a file in the MPQ ?

I need to change things like , the armor gain to be based on STR not on AGI.

Thanks. Psyny,

What other rules do you want?

No, this isn't like diablo 2. Changes to maps are made through the world editor, where you can modify every aspect of the game and put it into a single map. I'm not exactly sure how to change defense bonuses to be based on strength and not agility, but I'll look into if for you. There are a few maps out there that do this, but I haven't looked at how it was done. Maybe someone else knows.
07-21-2004, 06:47 AM#4
HexenLordX
Quote:
Originally Posted by VileVII
I think what you need is in the "Advance" tap, (in the WE), "GamePlay Constant", "Hero Attribut"....


if this isnt what you wanted, maybe you could edit it using trigger...

Hope it helps

No, its not in gameplay constants. It could be done with triggers, but you would also recieve the bonus from agility unless you actually did modify gameplay constants to give you a 0 defense bonus per agility point.
07-21-2004, 07:09 AM#5
Balthamos
I suppose you could set the "armour bonus gain per agility point" (in the gameplay constants) to 0, then create an armour upgrade, give it to the hero, and then whenever it levels up add to the player's research level for the upgrade.

However I think that you should just forget about basing armour on strength, since in reality it's more what armour you wear that defines the strength of your armour, consider the strength should only apply to life points and life regeneration rate, like warcraft traditionally does. Admittedly the armour gain from agility in normal warcraft doesn't really make a lot of sense...I like to think of it as you're dodging attacks better :\
07-21-2004, 07:23 AM#6
HexenLordX
Actually I've downloaded a map from this site or Wc3Sear.ch that changed defense per agility point to strength point. If he decides to change the number of defense points per attribute point to something greater than 1, then this, in reality could be more efficient in gaining additional armor points than equiping armor, especially if the max character level was increased to something greater than 10.

There is a way around this, but not something you can visually see, like placing your cursor over the attribute name and seeing its effects.

Change your units strength per level to a certain number, lets say 3, and you want the defense per strength to be 2.

Create a trigger:
Events: a unit gains a level
Conditions: unit-type of leveling unit equal to paladin
Actions: add 6 defense to leveling unit.

If you wanted 1 defense per strength point, set it to 3.. and so on. You'd have to set the defense per agility point to 0 in gameplay constants though.

This is just an idea.. somewhere out there, someone actually figured out how to change which attribute controlled with stat.
07-22-2004, 04:38 AM#7
Psyny
Thx for the replies.

I trying to balance the gameplay in my map a bit... I think the AGI type heroes are a lot better then STR type with normal rules.
I know i can balance that with skill and etc in my map. But the problem is, i letting my friends create own heroes. With pre defined rules of course...
But none wants a STR type heroes :(

Iam just trying to give STR heroes some advantage.
Well, using triggers is easy, but i use triggers as last resource.

Balthamos gived me a light... I think i will just leave the armor of all heroes to 0.
And create an armor system via items.

I never worked with items before... So if someone know how let the hero pick up an armor only if he dont have any other armor on he invetory. Post =)
Anyways i will try to make it when i come to home...

Thx, and again. Sorry my poor english.
Changing the rules. - Wc3C.net