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DBMod The latest in absurd weaaddar test maps

01-13-2005, 04:16 AM#1
weaaddar
DBMod is a system which allows segmented abilities level range into several different abilities. In the test map I segment Drunken Brawling into three different abilities of evasion,critical strike damage, and critical strike rate.

I do this by basically the same indexing trick we do to do multi-dimensional arrays. So I actually split the level field into axises. [CSR,CSD,E] When you increase CSR I add 16 levels when you increase CSD I add 4 and when you increase E I add 1...

Nothing special. But DB mod also has buffer protection, so that if you raise your Evasion skill past the max level, it won't reset your easion rate to .07 and increase your critical strike damage, no it'll do nothing but remember that you are actually at Evasion level 5 even though the ability is only mapped to evasion level 4.
This makes this truly an affective system. It may be used By Drag and Drop Project and DT4a but is not actually going to be one of the component systems.
01-16-2005, 05:28 PM#2
weaaddar
http://www.wc3sear.ch/index.php?p=Spells&ID=777&sid=
Oh come on somebody going to have to of tried it? And have some comments. I fixed many of the bugs it had, the new version is found at wc3sear.ch
01-16-2005, 07:30 PM#3
iNfraNe
I dont think many know what this actually does. I think you've done a great job and it is a quite cool "spell". Way better than having 2 seperate spells and still having the same "problem" with critical strike damage and rate.

I dont really know what I should say more about it, but I couldnt leave your thread with no replies :( I love your work weaaddar ^_^

(was gonna rep u, but repped 2 much 2day...)
01-16-2005, 10:05 PM#4
Anitarf
Weaaddar, you create superb systems, things I wouldn't dream of trying to do in GUI, even if they may be possible. However, their complexity, even if they are simple to implement, is their bane. I think few people are actually making maps complex enough to make use of your systems. As easy to use as they are, implementation or gameplay-wise, they are still very complex mechanisms that don't belong in just any map. I think you'll have to accept the lack of comment in your threads. :/
01-17-2005, 04:20 PM#5
weaaddar
I just don't understand why somebody wouldn't see this system useful for an RPG.
01-17-2005, 04:22 PM#6
Captain Griffen
How is this difficult to impletment?

Basically, imagine a 3d cube, with numbers going:

-1--2--3--4
-5--6--7--8
-9-10-11-12
13-14-15-16

Then above that

17-18-19-20
21-22-23-24
25-26-27-28
29-30-31-32

And so on, with each number being a level.

On the bottom plane, 1-16, the evasion is say 5%, then 10% on the second plane, 17-32, and so on. (Z-axis)

Across the left hand side, 1,5,9,13,17,21,25,29 etc, it would be say 2x bonus damage, and then 3x on 2,6,10,14,18,22,26,30, etc, and so on. (Y-axis)

The % of criticals would be say 5% 1-4, 17-20, etc, then 10% 5-9 and 21-24, etc, and so on. (X-Axis)

You get it?

It simply requires 3 dummy hero abilities, then one none-dummy unit ability being altered by triggers for +1 (x-axis) for % critical, +4 for crit damage (Y-axis) and +16 for % evasion (Z-axis).

No jass needed.
01-17-2005, 08:13 PM#7
weaaddar
Except I don't have 3 dummy hero abilities. And I never said it was hard, what is hard is buffer protection. Buffer Protection is more important for what I'm going to be using it for, which is another stat DT4a can modify. Something that modifies blind without being allowed to know what level you have.
01-17-2005, 10:17 PM#8
Vexorian
Quote:
Originally Posted by Captain Griffen
How is this difficult to impletment?

Basically, imagine a 3d cube, with numbers going:

-1--2--3--4
-5--6--7--8
-9-10-11-12
13-14-15-16

Then above that

17-18-19-20
21-22-23-24
25-26-27-28
29-30-31-32

And so on, with each number being a level.

On the bottom plane, 1-16, the evasion is say 5%, then 10% on the second plane, 17-32, and so on. (Z-axis)

Across the left hand side, 1,5,9,13,17,21,25,29 etc, it would be say 2x bonus damage, and then 3x on 2,6,10,14,18,22,26,30, etc, and so on. (Y-axis)

The % of criticals would be say 5% 1-4, 17-20, etc, then 10% 5-9 and 21-24, etc, and so on. (X-Axis)

You get it?

It simply requires 3 dummy hero abilities, then one none-dummy unit ability being altered by triggers for +1 (x-axis) for % critical, +4 for crit damage (Y-axis) and +16 for % evasion (Z-axis).

No jass needed.
the whole point was to just use one ability for the three attributes, The command card space is not to be wasted
01-18-2005, 05:42 PM#9
Captain Griffen
It all depends upon what method you are going to use to level it up for how much room you need.
01-19-2005, 10:27 PM#10
Vexorian
well at the end, your way is much more complicated than weaaddar's anyways
01-19-2005, 10:44 PM#11
Shark
well, both systems are good, if u can imagine it and work with it, but its not user-friendly :)
i on the other hand, am thinking about maybe using this in one of the future maps (like next year :P) cuz it sounds kinda attractive....
great job guys :)