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Attacks that ignore armor

08-31-2007, 02:56 PM#1
Castlemaster
I tried to find a thread on making an attack ignore armor, but could not find one.

The title really says it. I want to make a buff that will make the buffed unit's attacks ignore armor. Currently, I'm thinking I would detect when the unit attacked, find the units armor, dummy cast faerie fire with armor penalty equal to the armor, and remove the buff(s) when the attacked unit receives damage.

The flaw in this design is any attacks from other units between attack detection and damage detection (the time of the attacking unit's backswing that is) would also ignore armor.

So my question is: is there a better way to do this?

Thanks ahead of time.
08-31-2007, 03:08 PM#2
Vexorian
chaos attack type?
08-31-2007, 03:12 PM#3
Castlemaster
Maybe I don't understand the armor system. I thought it worked this way:

The armor type blocks a certain % of damage when match to attack types.
Armor # was a flat damage reduction to ALL physical damage types (i.e. non-spells).

So a unit with 100 armor whose armor type is building (I forget the exact name), will take less damage from a siege-type attack (which does more damage to building armor) than a 0 armor unit whose armor type is unarmored.

am I correct?
08-31-2007, 03:19 PM#4
moyack
More or less. In general, some armor takes reduced damage to certain attacks and increased damage against others. If you want to deal an attack that ignore armor, you should use chaos attack, as Vex suggested.

For further information, check this link: http://www.battle.net/war3/basics/ar...pontypes.shtml
08-31-2007, 03:43 PM#5
uberfoop
Chaos attacks ignore armour type, not armour. Considering that he was using faerie fire I would guess that it's the armour value that he wants lowered to 0.


Anyhow, as for the way the armour system works, a flat damage change based on value is how Starcraft handles it. In wc3, each armour point increases your theoretical hit points by 6% (not towards spells, but towards attacks) by reducing incoming damage by a percentage.
08-31-2007, 05:10 PM#6
emjlr3
use an damage detection engie, detect when a unit is damaged, physically, by someone with the corect buff, use Daelin's armor detection system to get what the damage would have been w/o the units armor, and deal the extra damage

I made a spell like this once myself, in Aeon of Dominion, it was an item that ignored enemies armor when you attacked
08-31-2007, 05:14 PM#7
TaintedReality
http://jass.sourceforge.net/doc/api/...tacktype.shtml

According to that link, an attack type of null will ignore armor. According to that, ATTACK_TYPE_UNKNOWN will also ignore armor but I got errors when I tried that. Not completely sure if null works but it doesn't give me errors.
09-01-2007, 03:54 PM#8
Castlemaster
Hmmm, ok I started using Daelin's system and ran into a few problems:

1. The header code (stuff implemented before any other triggers) receives an error when I save it in Vex's editor. It says that the function "IsUnitInvulnerable" is redeclared. Is this a blizzard.j or common.j native? I moved Daelin's code to the top of the header so there would be no extra functions before it, and still get the error.

2. I just put the function "IsUnitInvulnerable" as a comment (using //) and tried my map. When any unit attacks the game just shuts off w/o even an error message, which I assume has to do with the "unit take damage" event.
Any help is appreciated

Thanks ahead of time.