Topic Subject:MODIFY ProtoUnit <<Armor, Bonus attack>> hints on using correct Delta numbers
Alexandergreat3 Mortal
posted 09 January 2004 07:03 PM EDT (US)
The effect Modify ProtoUnit is generally easy to use for editing common attributes such as Attack and Hitpoint.
Most of us probably already knew that:
To increase the attack, we can simply enter a possitive Delta number (1, 2, or 3, etc.).
To decrease the attack, a minus sign is written before the number (-1, -2, or -3, etc.).
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However, this does not work for: Armor and Bonus Attack. .
ARMOR - the value for armor is written in percent %. Therefore, the Delta number should be a decimal that is less than 1 (e.g. 10% armor must be written as 0.10)
Example: if you want to increase the hack armor of your spearman from 40% to 50%, your Delta number must be 0.10 (not 10).
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BONUS vs. - bonus attack is an extra damage that a unit does against a particular enemy unit. It is an added percent % from the attack. (A Delta 0.50 is +50% bonus damage)
Example: A Greek cavalry unit has 10 attack. If you give it a 50% bonus attack (Delta 0.50), then the total attack would be 15.
Attack ..... +50% Attack ..... = TOTAL ATTACK
10 + ..... (0.50)10 ....... = 15 .
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Notes:
A) If you modify the attack of your Hippikon to 20, the bonus attack would be +50% of twenty: .... 20 + (0.50)20 = 30 attack
B) Bonus attack does not work against an enemy unit that has 0% armor!
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[This message has been edited by Alexandergreat3 (edited 01-09-2004 @ 07:11 PM).]
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Replies:
Auron_ Mortal
(id: auron 2)
posted 09 January 2004 07:09 PM
EDT (US)
1 / 14
this is really good. is kind of short but very helpful. maybe you can explain what each field on the effect modify protounit does and how to write it.
auron2: Thanks, I'm glad you found it helpful. As to the other fields of the ModifyProtoUnit, I was thinking of doing that, but I felt most of them are either known or can be easily figured out, so I only did these two that I felt were a little tricky. However, if you're stuck on any of the other fields, please let me know. I'd be happy to help.
spbogie: I changed the color by editing the file named uitriggereditor.xml
If you have downloaded reyk's latest version of the New X Editor (Titan), this is the same one, but I modified the color a bit, since I like warm colors .
If you are currently using the same version, and you like this color, let me know, and I'll email you the file.
Theris264 Mortal
posted 10 January 2004 02:15 AM
EDT (US)
4 / 14
Interesting, now I know why my units all got 100% armor. Sticky!
Isnt Healing rate the units regen rate? Or is it purely for healing units?
It is for healing units as, let's say, a priest heals a villager.
For self-regeneration, you can't do it with ModifyProtoUnit, but you can let units regenerate by use any of the Damage Unit effects:
Damage Unit Damage Unit% Damage Unit in Area
... but with a negative number. .
Example:
TRIGGER A (Active, High priority, Loop)
Condition: Timer 1 sec Effect: Damage Unit -1Hp
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If you do this correctly, your unit will regenerate 1hp every 1 sec. It would be much easier if we can do it with ModifyProto if ES made this field and other fields available ... such as the chain-lightning attack of the Son of Osiris.
[This message has been edited by Alexandergreat3 (edited 01-10-2004 @ 04:16 PM).]