You must be logged in to post messages.
Please login or register

Scenario Design and Discussion
Moderated by Sebastien, Mr Wednesday

Hop to:    
loginhomeregisterhelprules
Bottom
Topic Subject: Units Healing like a Hero without going over the MAX HP and using monk
« Previous Page  1 2  Next Page »
posted 07-21-03 07:32 AM CT (US)   
According to Taiwan research, we know "Damage Objects: 3221225472 or more will cause a effect of recovering health.

But during my experiments: adding or deducting 1 from 3221225472, to or 3221225473 or 3221225471. Damaging Objects with these numbers, the HP of the unit will be the same. And what I was guessing that time is: Should I using numbers more than 3221225472, will there a same case as this?

Moreover, I figured out some mathematical things. Between some intervals of digits, the numbers within it will be treated as the same by the AOK:TC programme. So, this kind of area should begin with some standard numbers like 1+1=2 but ending with a minus number or any other strange number. By the way, it is likely that the "standard area" of numbers, which we are always using, is much more shorter than this kind of this "unnatural area".

Till now, someone may ask, what I can do with this?

My answer is: When we add this kind of "strange number" on the recent HP of the unit, the sum should be treated the same by the programme even if it is bigger than "strange number". That provides us a chance of solving the MAX HP problem for healing.

Testing for more than a hour, I then finally found the beginning number and the ending number of this area. They are 16777216 and 4278190080.

However, not all of them have the same sum after adding with the recent HP. So, unfortuanately, we can just now have a unit healing like a hero but not using a healing item (recover more than 1 HP at a same time for sure) without going over the MAX HP.

Hence, we proundly offer the following trick:

Self-Healing like a Hero, no monk and villager needed, without going over the MAX HP

Looping Trigger
Timer: (1 ~ 3, control how fast it recover. The longer the time, the slower the unit recovers)
Damage Object: - 1
Damage Object: - (16777216 - MAX HP)
Damage Object: (16777216 - MAX HP)


Member of Tsunami Studios
Scenario T.C.: “Yes, the traitors can’t be terminated.”
Richard Ames: “Scenario_t_c should take care of them in a succinct but humorous fashion.”
Don Jorge de Leon: “Ave Trisolo! Vive Trisolo!”

[This message has been edited by scenario_t_c (edited 02-29-2004 @ 11:02 AM).]

Replies:
posted 07-21-03 08:04 AM CT (US)     1 / 41  
Wow... amazing discovery!
posted 07-21-03 08:24 AM CT (US)     2 / 41  
wow . . . so this means that I can make any unit pretty much a hero . . . can't I? Does it work if you increase unit HP with a trigger?
posted 07-21-03 08:33 AM CT (US)     3 / 41  
Yes, but you need also turn off other players converting fuction by starting them at dark age and disable their dark-age-technology, or add a converting-protection trigger (capture+change ownership) of that unit to make a nearly complete new hero.

You should then switch off the original trigger and turn on another hero-ize trigger(which entered different MAX HP number) in order to make this trick works for MAX-HP-changing units.

It is sad that there is still no way to hero-ize without knowing the MAX HP.


Member of Tsunami Studios
Scenario T.C.: “Yes, the traitors can’t be terminated.”
Richard Ames: “Scenario_t_c should take care of them in a succinct but humorous fashion.”
Don Jorge de Leon: “Ave Trisolo! Vive Trisolo!”

[This message has been edited by scenario_t_c (edited 07-21-2003 @ 05:14 PM).]

posted 07-21-03 11:55 AM CT (US)     4 / 41  
This is still a great find,good job

Vision Studios
"Just because you're paranoid don't mean they're not after you."
posted 07-21-03 04:14 PM CT (US)     5 / 41  
Well done guys, great trigger trick! But the trigger example you gave should have a time delay or a unit will recover very fast as it fires every time the trigger is scanned, and if you only have a few triggers, this is several times a second. Or am I wrong?
posted 07-21-03 04:42 PM CT (US)     6 / 41  
Great discovery!

Berserker, the healing doesn't occur rapidly.


-1
posted 07-21-03 04:57 PM CT (US)     7 / 41  
Berserker Jerker, you are right for the fact that the recovering speed doesn't seem to be exactly the same as normal hero. But in my opinion, adding a timer: 2 can solve this problem.

Member of Tsunami Studios
Scenario T.C.: “Yes, the traitors can’t be terminated.”
Richard Ames: “Scenario_t_c should take care of them in a succinct but humorous fashion.”
Don Jorge de Leon: “Ave Trisolo! Vive Trisolo!”
posted 07-21-03 06:12 PM CT (US)     8 / 41  
Yes I just found out DM, but it is still quite quick. Damn fine trick though don't you think?
posted 07-21-03 07:02 PM CT (US)     9 / 41  
Wow...cool stuff!

Adder |
"I would like to wonder if Adder always acts like a stuck up asshole?" - Coldviper
posted 07-21-03 08:01 PM CT (US)     10 / 41  
It works on buildings as well! Blooming great! I'm going to have some fun with this! Well done scenario_t_c
posted 07-22-03 04:01 AM CT (US)     11 / 41  
Thats a cool trick, but there is another way to do the same thing.

Trigger 0:
Starting: off
Loop: off
Condition 0: Timer?
effect 0: Damage object (full amout of hp the "hero" has so if the hero has 300 HP you damage the hero with 300)
Effect 1: Damage object. (Instead of just typing 300 type -300 the character will gain health again).


°º¤ø,¸¸,ø¤º°`°º¤ø,¸ Zone Name: TOAO_StAtiC °º¤ø,¸¸,ø¤º°`°º¤ø,¸
°º¤ø,¸¸,ø¤º°`°º¤ø,¸ Great admirer of the bold italicised exclamation mark °º¤ø,¸¸,ø¤º°`°º¤ø,¸
°º¤ø,¸¸,ø¤º°`°º¤ø,¸ This message brought to you by the one and only Conqueror °º¤ø,¸¸,ø¤º°`°º¤ø,¸
°º¤ø,¸¸,ø¤º°`°º¤ø,¸Starter and owner of post 1000 in the award-winning 5 Word Story°º¤ø,¸¸,ø¤º°`°º¤ø,¸
posted 07-22-03 04:21 AM CT (US)     12 / 41  
I know the trick you said, that is a 100% health trick, but this trick let the unit to health itself "1 hp by 1 second" like a hero.

Member of Tsunami Studios
Scenario T.C.: “Yes, the traitors can’t be terminated.”
Richard Ames: “Scenario_t_c should take care of them in a succinct but humorous fashion.”
Don Jorge de Leon: “Ave Trisolo! Vive Trisolo!”
posted 07-22-03 04:30 AM CT (US)     13 / 41  
Great discovery! Congratulations!
posted 07-22-03 04:51 AM CT (US)     14 / 41  
Blooming Great indeed!

Thanks scenario_t_c!

posted 07-22-03 07:37 AM CT (US)     15 / 41  
Very good. Get some staffer to make an article out of this.

Luke Gevaerts » Website · YouTube · Backloggery

"Some scientists claim that hydrogen, because it is so plentiful, is the basic building block of the universe. I dispute that.
I say there is more stupidity than hydrogen, and that is the basic building block of the universe." - Frank Zappa

OD · AoKH
posted 07-22-03 03:26 PM CT (US)     16 / 41  
Thanks a lot! I'll surely use it.

The Lord of Terror
Current projects - Shadow Realm RPG: The Advent of Darkness - 20%
posted 07-23-03 06:54 AM CT (US)     17 / 41  
Oh,scenario_t_c, you made a mistake at the end of 7th paragraph.^_^

It is "4278190080",not "278190080".


I come from China
posted 07-23-03 07:12 AM CT (US)     18 / 41  
OH, yeah,...I forgot the 4...

Member of Tsunami Studios
Scenario T.C.: “Yes, the traitors can’t be terminated.”
Richard Ames: “Scenario_t_c should take care of them in a succinct but humorous fashion.”
Don Jorge de Leon: “Ave Trisolo! Vive Trisolo!”
posted 07-23-03 03:23 PM CT (US)     19 / 41  

Quoted from scenario_t_c:

It is sad that there is still no way to hero-ize without knowing the MAX HP.


That's not completely true. You can make different triggers, and depending on researched technologies, enable the correct one for the HP boost that the technology brings once that tech is researched, and disable the other one.
posted 07-24-03 06:02 AM CT (US)     20 / 41  
Sure, but what I mean is for the situation that using the "kill ratio level-up" tricks.

Member of Tsunami Studios
Scenario T.C.: “Yes, the traitors can’t be terminated.”
Richard Ames: “Scenario_t_c should take care of them in a succinct but humorous fashion.”
Don Jorge de Leon: “Ave Trisolo! Vive Trisolo!”
posted 07-24-03 11:54 AM CT (US)     21 / 41  
If I interpret this correctly, the effects
Damage Object: - (16777216 - MAX HP)
Damage Object: (16777216 - MAX HP)
will take a unit to its max HP if it is above, otherwise there will be no change. Is that right?

FrogdudeTM
Math Expert
Avid Player of The Awesomest Game Ever
posted 07-25-03 02:55 AM CT (US)     22 / 41  
Yes, you're right. but I think there is a limit for the "extra HP".

Member of Tsunami Studios
Scenario T.C.: “Yes, the traitors can’t be terminated.”
Richard Ames: “Scenario_t_c should take care of them in a succinct but humorous fashion.”
Don Jorge de Leon: “Ave Trisolo! Vive Trisolo!”
posted 07-27-03 00:42 AM CT (US)     23 / 41  
Is that minus max hp??
Sounds cool i like healings characters
posted 07-27-03 07:42 AM CT (US)     24 / 41  
Sorry, but what do yo mean by "that"?

Member of Tsunami Studios
Scenario T.C.: “Yes, the traitors can’t be terminated.”
Richard Ames: “Scenario_t_c should take care of them in a succinct but humorous fashion.”
Don Jorge de Leon: “Ave Trisolo! Vive Trisolo!”
posted 07-31-03 01:29 PM CT (US)     25 / 41  
Great idea of developing this trick...I was just cracking my head how i'll make healing spearman.....
posted 07-31-03 02:47 PM CT (US)     26 / 41  
In here:
Damage Object: - (16777216 - MAX HP)
Damage Object: (16777216 - MAX HP)
_______________________________________
What are you simply supposed to put in the text box? Do you just put -16777216 and 16777216?
posted 07-31-03 03:24 PM CT (US)     27 / 41  
musiclover482, you miss an effect.

it should be like this:

Looping
(Timer if you want)
Damage Object: - 1
Damage Object: - (16777216 - MAX HP)
Damage Object: (16777216 - MAX HP)


Member of Tsunami Studios
Scenario T.C.: “Yes, the traitors can’t be terminated.”
Richard Ames: “Scenario_t_c should take care of them in a succinct but humorous fashion.”
Don Jorge de Leon: “Ave Trisolo! Vive Trisolo!”
posted 08-03-03 01:07 PM CT (US)     28 / 41  
The MAX HP is the primary HP in italics: 30/30

I haven't tested a unit with it's secondary HP greater than the MAX HP (30/45). I believe that is the question below.

Also if we change with triggers, the primary and secondary first to say:
100/100 will we then be able to activate the Hero Trigger set effectively?

I think that is the other question below that I can't answer.
____________________________________________________

It is almost a simple as that, just subtract the maximum HP of the unit that you are making into hero.

Unit has 30/30 HP

subtract 30 from the newborn number 16777216

16777216(newborn), minus 30(MAX HP) = 16777186
_____________________________________________

Trigger 0:
Display as Objectives-- No
Starting State-- On or Off (activated)
Loop-- Yes

Condition 0: Timer 1 ~ 3 (1 heals quickest)

Effect 0: Damage Object -1

Effect 1: Damage Object -16777186

Effect 2: Damage Object 1677186
______________________________________________

scenario_t_c:

I've been looking at the AP numbers and found some interesting things about them, but nothing useful yet.

For instance, using the newborn number will give the unit it's maximum AP in the secondary AP (Villager 3) becomes (Villager 3+3) Only it doesn't work to eliminate the overflow of a looping AP trigger. Let me rephrase that; It does work because it sets the secondary AP to the newborn maximum and will not change.

I've tried using the AP numbers you outlined too for the villager attack system I was working on too, but have failed so far.

[This message has been edited by AnastasiaKafka (edited 08-03-2003 @ 01:42 PM).]

posted 08-03-03 01:39 PM CT (US)     29 / 41  

Quote:

For instance, using the newborn number will give the unit it's maximum AP in the secondary AP (Villager 3) becomes (Villager 3+3) Only it doesn't work to eliminate the overflow of a looping AP trigger. Let me rephrase that; It does work because it sets the secondary AP to the newborn maximum and will not change.

However, that didn't seem to work on my AOK:TC.

Since I had tried entering 16777216 and -16777216 into the "change object's attack" effect but nothing happened, would you mind telling me which number you exactly entered in the effect so that I can help researching on that?


Member of Tsunami Studios
Scenario T.C.: “Yes, the traitors can’t be terminated.”
Richard Ames: “Scenario_t_c should take care of them in a succinct but humorous fashion.”
Don Jorge de Leon: “Ave Trisolo! Vive Trisolo!”
posted 08-03-03 02:00 PM CT (US)     30 / 41  
I will try to remember...
...the problem with my AP is that my hero is a villager, and must make it through the 'graphics' changes (lumberjack, builder, etc.) that are really not just graphic changes but changes that reset the AP and HP.

Anyway, so I have been focused on the conditions that will allow me to go through the changes, and reset the AP. The Hero trigger set works through all the villager changes though! (It probably will not work if the MAX HP is altered through triggers though...but who needs a fast healing hero with more than 40 HP anyway? )

With nothing left to lose ... I tried the newborn number for AP.

I believe I used the same set you used for hero only with a positive number (+1)?

I'll go check and post again. Basically I need to have the AP reset to a great secondary AP number (3+35), every time it changes into another 'graphic.'

Thanks _t_c!

Oh...please can you answer the other two questions too.

[This message has been edited by AnastasiaKafka (edited 08-03-2003 @ 02:11 PM).]

posted 08-03-03 02:50 PM CT (US)     31 / 41  
Well, I think that problem could be solved without magic number...if you have only one villager, since villager use his/her AP when attacking(=change back to villager) only.

Ok, back to the business...I think "looping:change-attack:16777213" was the way to make a villager's AP becomes 3+3. But actually when I attacked with that villager, that cost only 2 damage instead of 6 and that means it had somehow a kind effect of make the villager has only its secondary or basic AP. I think we could have a research on this...

Unlike HP, AP seems to have no "strange number area". But is that true? The answer needs more researches (what I am doing).


Member of Tsunami Studios
Scenario T.C.: “Yes, the traitors can’t be terminated.”
Richard Ames: “Scenario_t_c should take care of them in a succinct but humorous fashion.”
Don Jorge de Leon: “Ave Trisolo! Vive Trisolo!”
posted 08-03-03 03:08 PM CT (US)     32 / 41  
I dropped down a list of adding attacking to a villager, and the damage cause to a barrack when he attacked it:

Number the screen showing(number entered in the effect):damage cause to a barrack

3(+0): 6
3+1(+1): 7
3+2(+2): 8
.
.
.
3+32760(+32760): 32766
3+32761(+32761): 32767
3+32762(+32762): 32768
3+32763(+32763): 32769
3+32764(+32764): 32770
3+3(+32765): 3
3+3(+32766): 3
3+3(+32767): 3
3+3(+32768): 3
.
.
.
3+3(+65531): 3
3+3(+65532): 3
3+3(+65533): 3
3(+65534): 4
3(+65535): 5
3(+65536): 6
3(+65537): 7
.
.
.
3+32760(+98299): 32766
3+32761(+98300): 32767
3+32762(+98301): 32768
3+32763(+98302): 32769
3+32764(+98303): 32770
3+3(+98304): 3
3+3(+98305): 3
3+3(+98306): 3
3+3(+98307): 3
.
.
.
3+3(+131068): 3
3+3(+131069): 3
3(+131070): 4
3(+131071): 5
3(+131072): 6
3(+131073): 7
.
.
.

And the circumstance is...there is a circulation.
If we use "looping:change-attack:16777213", I think that should casue the same as "looping:change-attack:65533"...


Member of Tsunami Studios
Scenario T.C.: “Yes, the traitors can’t be terminated.”
Richard Ames: “Scenario_t_c should take care of them in a succinct but humorous fashion.”
Don Jorge de Leon: “Ave Trisolo! Vive Trisolo!”

[This message has been edited by scenario_t_c (edited 08-03-2003 @ 03:10 PM).]

posted 08-03-03 03:14 PM CT (US)     33 / 41  

Quote:

Unlike HP, AP seems to have no "strange number area". But is that true? The answer needs more researches (what I am doing).

No it's not true.

The other numbers you have come up with Maximum AP and Zero AP, both work as 'magical' and 'gray area' numbers when used in sets. Only for Military units it is not necessary.

Anyway, I think if it's there, then you can find it.

Maximum AP and Zero AP:
32767: The maximum number that you can set for the units' attack point or maximum hit point.
65536: Treated as 0 by the effects "Change Object's Attack" and "Change Object's Hit Point".

I'll try to pay more attention though and post what I find. I need to find the number that will erase or reset the secondary AP to zero while allowing a change in AP.

Like the one set I created and became so frustrated with worked (or didn't work) to make AP stay through the changes, it was failed I think because I attempted to use game time (timer) as part of the conditions...and it ended up over time as 3+18 (?)

[EDIT]
Posting at the same time: Wow that is fantastic research _t_c! Thank you! Yes, there is a kind of 'circulation' of purpose. I don't think they ever intended villagers to be as strong as I want them to be. Still, you have 3+7, and imagine how devastating that would be with a Spanish Civ position and Supremacy researched.

[This message has been edited by AnastasiaKafka (edited 08-03-2003 @ 03:22 PM).]

posted 09-20-03 02:44 PM CT (US)     34 / 41  
I wish scenario_t_c were here again to tell us more tricks..
posted 09-20-03 03:29 PM CT (US)     35 / 41  
Musiclover, that is true, but it wasn't necessary to top this thread just to say that...
« Previous Page  1 2  Next Page »
Age of Kings Heaven » Forums » Scenario Design and Discussion » Units Healing like a Hero without going over the MAX HP and using monk
Top
You must be logged in to post messages.
Please login or register
Hop to:    
Age of Kings Heaven | HeavenGames