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    posted a message on Complex Question (Leveling and Attributes)

    @llou: Go

    Thank you for the insight. It also sounds like you're doing a map based on Final Fantasy Tactics, so I'll be eager to see the fruits of your labor when it's completed.

    I think all my questions have been answered. Thank you alderis and llou.

    Posted in: Data
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    posted a message on Complex Question (Leveling and Attributes)

    @llou: Go Thank you. This should also help me. I guess I'll have to lay off trying to edit without a map,because scripts and triggers sound like the only thing that will work. Though what do you mean when you say the units have no connection to the data?

    Posted in: Data
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    posted a message on Complex Question (Leveling and Attributes)

    @alderis: Go I really must thank you for the information and advice. It is very informative and useful. However, it's having a hard time fitting within the confines of my current project unless you could help me understand further. As of right now, I'm trying to create the core gameplay as a module, instead of making an actual map. The reason behind this is so the mechanics could be applied easily to any map in the future without having to compromise by copy/paste data from one map to another. Since I'm doing it this way, the editor doesn't allow me to create triggers or scripts, which I think may be what is hindering me at this point and completely wrong in approach. As for you advice on how to make stats more effective, your solution sounds like a good idea. What concerns me is how much data it's going to consume if I implement it for each stat at each individual level. I'm trying to be picky by saving on potential data that will have to be downloaded, and clutter space. I guess right now, I should try to find a way to make it "look" like it's happening.

    Another question I also have was how things like Damage Dealt (Scaled/Unscaled/Fraction) actually work in-game. 1)Can you alter by level based on a negative or positive percentage? 2)Do the effects of Veterancy stack for each level? Or is each level its own state? (i.e. If Level 2, stats of 1+2? or stats of 2?)

    Posted in: Data
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    posted a message on Complex Question (Leveling and Attributes)

    @PSGMud: Go Can you be a little clearer?

    Posted in: Data
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    posted a message on Complex Question (Leveling and Attributes)

    So I'm trying to develop a leveling system that works based on a unit's Base stats (Damage, Armor, Life, Non-Attributes, etc...) A unit at Level 1 would only have a fraction of its Base stats. If the unit gains enough levels, it will have 100% of its Base stats, and by Level 20, it would have about 160% of its Base. The only way this seems possible for me is to do the math and give the unit only a fraction of the stats to begin with. What I want to do is set a unit's Base stats, and start off with a percentage of that.

    (e.g. Level 1 (60% Base Damage, 60% Base Life), Level 5 (95% Base Damage, 95% Base Life), Level 13 (120% Base Damage, 120% Base Life))

    Is this possible to do something like this? Or will I have to set the unit's Base stats at a fraction to begin with?

    Also, is it possible for levels to influence an Attribute without adding to the attribute itself? (e.g. Endurance Attribute becoming more effective with every level, instead of adding Endurance +1 to each level)

    I'm sorry if my question is long, but I want to find more efficient ways to my ideas instead of having to rewrite everything. Thank you in advance.

    Posted in: Data
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    posted a message on How do I Add/Remove Unit Filters?

    This will be my last bump.

    Posted in: Data
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    posted a message on How do I Add/Remove Unit Filters?

    Okay. I have created 'Attribute-type' Behaviors to use for my units, but now comes another problem. How can I get unit abilities to see and act differently upon a unit's attribute? I'm having difficulty creating validation for finding the attribute behavior on a unit.

    Posted in: Data
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    posted a message on How do I Add/Remove Unit Filters?

    @Yaos01:

    I guess that will have to do for now, unless it gets changed. I'll wait to see if any other opportunities arise in this thread, but thank you for the advice.

    Posted in: Data
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    posted a message on How do I Add/Remove Unit Filters?

    Hello everyone,

    I'm starting fresh with the StarCraft 2 Map Editor, and I have a question regarding unit filters. With filters such as Biological, Light, Mechanical, Armored, etc, I was wondering if it's at all possible to add additional filters to the list. Actual map creation may vary, but let's say for example that I'm going to create an RPG-style custom map. In it, I want the hero, when equipping a specific weapon, to do additional damage if the target is labeled Undead. Or if the enemy is Demonic, certain equipped weapons will do no damage at all. Is it possible to add additional filters like these to the current list? Or will I have to actually code an individual unit's filter? If the latter, or neither one, what solution should I be looking for?

    Any help will be greatly appreciated, and thank you in advance.

    Posted in: Data
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