| 07-04-2006, 01:11 PM | #1 |
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 |
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 |
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 |
so you can make references outside of that ability? |
| 07-04-2006, 07:01 PM | #5 | ||
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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 |
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 | ||
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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:
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 | ||
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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 | ||
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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:
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 |
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 |
