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Tooltip+DamageCalc+CustomUnit=BIG Problem

07-04-2006, 01:11 PM#1
BertTheJasser
How to make dynamical damage calcualtions for custom units in the tooltip of a spell work? Thx and +rep for any helpfull comment.
07-04-2006, 01:32 PM#2
shadow1500
You cant change spell tooltips, only thing you can do is make the reference values in the slk. like <A000,HeroDur1> would equal the hero duration for spell A000 at level 1. You can try triggering your own spell casting system with a multiboard or whatever if you really want this.
07-04-2006, 01:50 PM#3
Captain Griffen
Incorrect. It would be:

<A000:Anbr,HeroDur1>

Where:

A000 = Ability code.
Anbr = Base ability code.
HeroDur1 = What you want to get.
07-04-2006, 06:26 PM#4
harshateja
so you can make references outside of that ability?
07-04-2006, 07:01 PM#5
shadow1500
Quote:
Originally Posted by Captain Griffen
Incorrect. [...]
I am using it in my map and it works, so you're wrong.

Quote:
Originally Posted by harshateja
so you can make references outside of that ability?
Yes.

Also, adding a ,% at the end would convert a 0-1 scale to 0-100 precentage, like <A000,DataA1,%>
07-05-2006, 12:13 PM#6
BertTheJasser
NO!

This goes in a completly wrong direction.
Just have a look at waterelemtal hero spell.
Then go to researchubertip.
There are referneces to the waterelemtal which show in game the damage/hp etc of the unit.
So I want this to do for custom units, but it always shows the damage of the first level summoned unit, or if I use standard units, the dmage/hp of the last standard unit before the custom unit.

I hope it is clearer now.
Thx for reply.

Sorry for the missleading headline.
07-05-2006, 12:22 PM#7
Captain Griffen
Quote:
Originally Posted by shadow1500
I am using it in my map and it works, so you're wrong.

Want to bet, say, a complete and utter grovelling that the format I posted wouldn't work? Because I use it for my maps. Possible both methods work.

Quote:
So I want this to do for custom units, but it always shows the damage of the first level summoned unit, or if I use standard units, the dmage/hp of the last standard unit before the custom unit.

Blizzard got lazy and never implemented it, so it cannot be done. You'll have to do it manually.
07-05-2006, 03:40 PM#8
shadow1500
Quote:
Want to bet, say, a complete and utter grovelling that the format I posted wouldn't work? Because I use it for my maps. Possible both methods work.
You came first to the thread to say that my method does not work, I replied that it does because I tested it, which means you're wrong to say that I was incorrect. It's a lot easier to just write A000 instead of A000:Anbr, so the first way should be used.

Quote:
Just have a look at waterelemtal hero spell.
Then go to researchubertip.
There are referneces to the waterelemtal which show in game the damage/hp etc of the unit.
So I want this to do for custom units, but it always shows the damage of the first level summoned unit, or if I use standard units, the dmage/hp of the last standard unit before the custom unit.
Press CTRL+D in the object editor, look next to your summon's name, copy the 4 letter rawcode in the beginning of the name. Click on the summon, and copy the field's name which you wish to reference. Put it in this form <RawCode,Field> and insert it in your tooltip where you want the value to appear. There are special field names that you can use:
mindmg1 or mindmg2 = Get the unit's minimum damage for either attack 1 or 2.
maxdmg1 or maxdmg2 = Get the unit's maximum damage for either attack 1 or 2.
realHP = an alternative to using HP, blizzard seems to use this for referencing HP even though both realHP and HP seem to work correctly.
07-05-2006, 06:55 PM#9
BertTheJasser
Quote:
Originally Posted by shadow1500
Press CTRL+D in the object editor, look next to your summon's name, copy the 4 letter rawcode in the beginning of the name. Click on the summon, and copy the field's name which you wish to reference. Put it in this form <RawCode,Field> and insert it in your tooltip where you want the value to appear. There are special field names that you can use:
mindmg1 or mindmg2 = Get the unit's minimum damage for either attack 1 or 2.
maxdmg1 or maxdmg2 = Get the unit's maximum damage for either attack 1 or 2.
realHP = an alternative to using HP, blizzard seems to use this for referencing HP even though both realHP and HP seem to work correctly.

This is what I have actually done and it works fine for the first var, but all vars that refer to a units dmg1/dmg2 after the first one get bugged.
You are right, hp seems to work correctly, at least in my map.

I just wanted to know if it is possible to make it work, or if I must type the damage amount in the tooltips myself?

EDIT:
You thought, I just copied the the paragraph and then wondered why it did not work?
Sorry, you should not take me as a n00b.
I have changed everything correctly to the corresponding fileds/units.(Take that for granted!)

Quote:
Originally Posted by Captain Griffen
Blizzard got lazy and never implemented it, so it cannot be done. You'll have to do it manually.
That can not be true, as HP works. Only dmg seems to be bugged.

Example:
... <nlv1,realHP> ... <nlv1,mindmg1> - <nlv1,maxdmg1> ...//*works
... <nlv2,realHP> ... <nlv2,mindmg1> - <nlv2,maxdmg1> ...//*works
... <nlv3,realHP> ... <nlv3,mindmg1> - <nlv3,maxdmg1> ...//*works
... <n003,realHP> ... <n003,mindmg1> - <n003,maxdmg1> ...//*hp shows correctly, dmage is wrong, seems to be overwritten by the values before

___________________________________________
IS IT POSSIBLE TO AVOID THAT PROBLEM OR NOT?
07-05-2006, 07:30 PM#10
BertTheJasser
PROBLEM FIXED
This strange kind of bug appears, when more than one unit of on and the same base-unit is refered to in a tooltip. So the first dmaage value will always overwrite the damage value of the following units of the same base-unit.
BLAME BLIZZARD