| 01-12-2008, 05:53 PM | #1 |
After searching a lot I give up and open a new thread. So, is there a way to have 8 different armor types? In gameplay-constants I can choose from 7 DamageBonus types (+1 ethereal type which I cannot use for armors), but I need 8... I also found a thread where the same question was asked, but it is too old to reply to: http://hilton.gw.oiccam.com/showthre...ght=armor+type Also read about BonusMod from Daelin, but it can't make new custom armor types which are shown in the units window when you click on it or? |
| 01-12-2008, 06:26 PM | #2 | |
The answer is the same as before :). Quote:
Unless you want to trigger it all or create a mod rather than just a map. |
| 01-12-2008, 06:49 PM | #3 |
Well... what does cut one mean? (Sry, I'm not that good in english) You mean not using 8, but 7 armor types? |
| 01-12-2008, 07:06 PM | #4 |
Yes that is what he means, the number of armor types is hardcoded so you are out of luck. |
| 01-13-2008, 04:09 AM | #5 |
He means take out (cut) an old one and replace it with a new one. |
| 01-13-2008, 06:04 PM | #7 |
What I mean is remove one of your eight so you have seven. Only alternative is attack/damage detection systems which are REALLY not worth it. |
| 01-13-2008, 07:24 PM | #8 | |
Quote:
It depends on how big of a game-play feature armor is. If you are doing a sort of rock-paper-scissors method where game-play is heavily based on the 8 armor types and their counters, then it would seem significant to include 8 types at whatever cost. But if you are just doing it cause you thought of 8 different types, then its not worth it. |
| 01-14-2008, 08:25 AM | #9 | |
Isn't there any way to hack into the armor types? I mean we have vJass and that Grimoire with ObjectMerger and what so ever... Is there really no way to create more armor types? (And if there would be a way to implement more types and you could not access it over Gameconstants for setting up the damage values, then surely access them with jass...) Any further clues? Quote:
I mean you would do the same with this jass system as the hardcoded part or? Anyway, good to discuss this topic once again and thanks for joining! EDIT: I have a question related to this prob with game interface. There exist 8 armor types: 1) normal 2) small 3) medium 4) large 5) fort 6) hero 7) divine 8) none And for every armor type (defType) there exists a tooltip in the game-interface which begins with "ARMORTIP_". So, well, there are 1) ARMORTIP_NORMAL 2) ARMORTIP_SMALL and so on But now the question: There also exist strings with ARMORTIP_SMALL_VOM ARMORTIP_SMALL_VOC Where are they used?? I tried to make them show in game anyhow, but I had no success. I mean, if we could show them in game, then we could also use even more armor types then 8! ... ok, it isn't that easy, but if you would have different armor types where always 2 have the same behaviour in dealing damage to the other armors, then you could have 16 armor types, because I already found a solution how you can use 2 different armor icons for the same defType. The only thing I need in addition are 2 different tooltips. So what are these VOM and VOC good for? EDIT2: I will open a new thread with this special question about tooltips... think it is ok?! EDIT3: So, in the new thread the result was that you probably can't use these VOC and VOM tooltips. Well, I managed to use instead of armor icons and armor tooltips the rank icons and rank tooltips (COLON_RANK). In this way you can have as many icons with own tooltiptexts as you want. But still you can use only 8 armor types for damage calculation and only 7 damage types. Only solution so far seems to trigger everything in a big system. Finally you can connect the trigger system with the rank stuff, so that you can have unlimited icons, tooltips and damage/armor detections combined in the end. Perhaps someone already have such a system which also works fast? |
