Object Editor- Ability Tab: Human unit & Hero data fields explanations

Discussion in 'World Editor Help' started by Sooda, Jan 26, 2007.

  1. Sooda

    Sooda Diversity enchants

    Object Editor- Ability Tab:
    Human unit & Hero data fields explanations

    Preview:

    1. Human Abilities

    Introduction to Ability Editor main thread (Opens in new window.)

    1. Human Abilities
    1.1 Human Unit Abilities
    1.2 Human Hero Abilities




    1.1 Human Unit Abilities

    "Amls"
    Aerial Shackles
    "DataA1"
    "Data - Damage Per Second" deals each second damage to unit until ability ends.
    "HeroDur1"
    "Stats- Duration Hero" when Aerial Shackles is used on hero-type unit this duration is used.
    "Dur1"
    "Stats- Duration- Normal" when Aerial Shackles is used on non-hero-type unit this duration is used.

    "Aroc"
    Barrage
    "DataA1"
    "Data - Damage Per Target" damage dealed to each target separately.
    "DataC1"
    "Data - Maximum Number of Targets" determines how many targets can be aquired from "Stats - Area of Effect" ("Area1").
    "DataB1"
    "Data - Maximum Total Damage" determines maximum damage what can be dealed to one target (Not confirmed).

    "Amic"
    Call To Arms (Town Hall)
    NOTE: Info N/ A.

    "Amil"
    Call To Arms (Peasant)
    NOTE: Building Keep uses ability "Call To Arms (Town Hall)" to turn Peasants into Militia with ability "Call To Arms (Peasant).
    "DataB1"
    "Data - Alternate Form Unit" when unit with "Call To Arms (Peasant) reaches into "Stats - Cast Range ("Rng1")" of ability "Call To Arms (Town Hall)" it will turn into alternate form (By default it is Militia.).
    "DataA1"
    "Data - Normal Form Unit" turns unit after "Stats - Duration - Normal ("Dur1")" end back to normal unit form (By default it is Peasant.).

    "Sch4"
    Cargo Hold (Tank)
    "DataA1"
    "Data - Cargo Capacity" determines how many units can be carried by owner of "Cargo Hold (Tank)" ability.
    NOTE: When this ability is used with (any) "Load (Goblin Zeppelin) ["Aloa"]" and "Unload (Air Transport) ["Adro"]", owner of "Cargo Hold (Tank)" keeps its attack while transporting units.
    WARNING: Do not set (any) "Data - Cargo Capacity" higher than World Editor default (What is 8.).

    "Srtt"
    Chaos
    "UnitID1"
    "Data - New Unit Type" changes unit instantly when "Techtree - Requirements ("Requires")" is/ are met. Don' t forget to set "Techtree - Check Dependencies ("checkDep")" true or false. Unit who will be changed needs to have ability "Chaos".
    WARNING: This ability when converted to hero ability dosn' t work correctly because it will never go beyond level 1 when learned.

    "Aclf"
    Cloud
    "DataD1"
    "Data - Attack Speed Modifier" it should modify attack speed of units in "Stats - Area of Effect ("Area1")".
    "DataA1"
    "Data - Attacks Prevented" disables attack index (Or both 1 & 2.) for units in "Stats - Area of Effect ("Area1")".
    "DataB1"
    "Data - Chance To Miss (%)" gives units in "Stats - Area of Effect ("Area1")" chance to miss on an attack.
    "DataC1"
    "Data - Movement Speed Modifier" it should modify move speed of units in "Stats - Area of Effect ("Area1")".

    "Acmg"
    Control Magic
    "DataC1"
    "Data - Charge for Current Life" this field is "hardcoded" and changing it dosn' t affect ability in-game.
    "DataB1"
    "Data - Mana per Summoned Hitpoint" determines HP to MP conversion percentage ( 1.00 means 100 % and 0.01 is 1 %.).
    "DataA1"
    "Data - Maximum Creep Level" determines max level of summoned unit what can be controlled. EXample: When "Maximum Creep Level" is set to 5 you can control level 5 unit but not level 6 anymore.

    "Adef"
    Defend
    "DataD1"
    "Data - Attack Speed Factor" should modify attack speed when ability is activated.
    "DataF1"
    "Data - Chance to Deflect" chance to send back incoming attack ( 100 means 100 % and 1 is 1 %.).

    "DataB1"
    "Data - Damage Dealt (%)" increases the attack damage of the unit when in defend mode ( 1.00 means 100 % and 0.01 is 1 %.). Credits for that to cryowraith.
    "DataA1"
    "Data Damage Taken (%)" damage what is taken in percentage if incoming attack wasn' t "deflected" ( 1.00 means 100 %, full damage and 0.01 is 1 %.).
    "DataG1"
    "Data - Deflect Damage Taken (Piercing)" when incoming attack was "deflected" unit still takes damage in percentage of attack (1.00 means 100 %, full damage taken and 0.00 is 0 %, means no damage taken.).
    "DataH1"
    "Data Deflect Damage Taken (Spells)" when unit "deflects" incoming ability damage what is categorised as spell (1.00 means 100 % and 0.01 is 1 %.).
    Example: Orc unit ability "Ensnare" isn' t spell instead of it is ability.
    "DataE1"
    "Data - Magic Damage Reduction" when ability is activated it can reduce magic attacks (1.00 means 100 %, full damage taken and 0.01 is 1 %.)
    "DataC1"
    "Data - Movement Speed Factor" modifies unit' s move speed negativly (slows) when ability is activated.
    HINT: Try using negative values instead of positive.

    "Adis"
    Dispel Magic
    "DataA1"
    "Data - Mana Loss" should remove ammount of mana from units in "Stats - Area of Effect ("Area1")".
    "DataB1"
    "Data - Summoned Unit Damage" damage dealed to summoned units in "Stats - Area of Effect ("Area1")".

    "Afbt"
    Feedback (Arcane Tower)
    "DataD1"
    "Data - Damage Ratio - Heroes (%)" should calculate damage in percentage dealed from "Data - Max Mana Drained Heroes/ Units ("DataC1"/ "DataA1")" (1.00 measn 100 %, full conversion [1 MP: 1 HP].).
    "DataB1"
    "Data - Damage Ratio - Units (%)" same as "Data- Damage Ratio - Heroes (%)" only used when attacking non-hero units.
    "DataC1"
    "Data - Max Mana Drained - Heroes" mana taken from hero with each attack. That mana turns into damage.
    "DataA1"
    "Data - Max Mana Drained - Units" mana taken from non-hero unit with each attack. That mana turns into damage.
    "DataE1"
    "Data Summoned Damage" damage dealed additionaly to summoned units when attacking with this ability.

    "Afbk"
    Feedback (Spell Breaker)
    NOTE: Fields are same for Feedback (Arcane Tower).

    "Aflk"
    Flak Cannons
    "DataC1"
    "Data - Full Damage Amount" damage dealed to target.
    "DataD1"
    "Data - Medium Damage Amount" damage dealed in "Data - Medium Damage Radius ("DataA1")"
    "DataA1"
    "Data - Medium Damage Radius" radius where is done "Data - Medium Damage Amount ("DataD1")"
    "DataE1"
    "Data - Small Damage Amount" damage dealed in "Data - Small Damage Radius ("DataB1")"
    "DataB1"
    "Data - Small Damage Radius" radius where is done "Data - Small Damage Amount ("DataE1")"

    "Afla"
    Flare
    "DataA1"
    "Data - Detection Type" determines what units are revealed (Only invisible/ burrowed or both.).
    "DataB1"
    Data - Effect Delay" time what needs to be waited before Flare is fired (Ability activated.).
    "DataC1"
    "Data - Flare Count" By default it is 0 (infinite) when set to higher than 0 after all charges are used up ability will be removed from unit permanently.
    NOTE: When in "Data - Flare Count" negative numbers are used, unit starts to gain Flare charges, only in negative way. Unsure how stable it is.

    "Agyb"
    Flying Machine Bombs
    NOTE: Data fields N/ A.

    "Afsh"
    Fragmentation Shards
    NOTE: Fields are same for Flak Cannons, only it does additional damage against Unarmored and Medium armored units.

    "Ahea"
    Heal
    "DataA1"
    "Data - Hit Points Gained" hit points gained per second.

    "Ainf"
    Inner Fire
    "DataC1"
    "Data - Autocast range" auto acquisition range for this ability.
    "DataA1"
    "Data - Damage Increase (%)" it modifies damage in percentage for

    targeted unit (1.00 means 100 % and 0.01 is 1 %).
    "DataB1"
    "Data - Defense Increase" it modifies armor for targeted unit.
    "DataD1"
    "Data - Life Regen Rate" unit will gain hit point(s) per second (Is not percentage.).
    Example: If "Data - Life Regen Rate" is set to 7 then unit will gain 7 HP per second.


    "Aivs"
    Invisibility
    "DataA1"
    "Data - Transition Time (seconds)" By default it' s 0.00 (Instant).

    "Amdf"
    Magic Defense
    NOTE: Fileds are same for Defend.

    "Adts"
    Magic Sentry (Human Towers)
    "DataA1"
    "Detection Type" determines what units are revealed (Only invisible/ burrowed or both.).

    "Apxf"
    Phoenix Fire
    "DataB1"
    "Data - Damage Per Second" damage dealed per second until "Stats Duration Hero/ Normal ("HeroDur1/ Dur1")" expires.
    "DataA1"
    "Data - Initial Damage" damage dealed once when it hits target.

    "Aphx"
    Phoenix Morphing (Egg Related)
    "UnitID1"
    "Data - Alternate Form Unit" when unit with ability "Phoenix Morphing (Egg Related)" dies it form into alternate unit. When alternate unit is killed unit dies permanently.
    "DataC1"
    "Data - Altitude Adjustment Duration" when unit form into alternate unit it is time in seconds when from old unit' s "Movement - Height" new unit
    is raised to its "Movement - Height".
    HINT: Examine how ability "Phoenix Morphing (Egg Related)" raises Phoenix into air from Phoenix Egg' s old flying height.
    "DataD1"
    "Data - Landing Delay Time" when unit form into normal unit it is time in
    seconds when from old unit' s "Movement - Height" new unit is lowered to
    its "Movement - Height".
    "DataB1"
    "Data - Morphing Flags" determines rules how morphing evolves.
    "DataA1"
    "Data - Normal Form Unit" determines unit who can form to alternate unit when dies.
    WARNING: You can only morph heroes to heroes and units to units. Morphing unit to hero or vice versa causes errors and bugs.

    "Aply"
    Polymorph
    "DataA1"
    "Data - Maximum Creep Level" determines max level of summoned unit what can be controlled.
    Example: When "Maximum Creep Level" is set to 5 you can control level 5 unit but not level 6 anymore.
    "DataC1"
    "Data - Morph Units - Air" it will form air units into special unit under
    Neutral Passive> Melee> Units> Special> Flying Sheep.
    "DataD1"
    "Data - Morph Units - Amphibious" it will form amphibious units into special unit under Neutral Passive> Melee> Units> Special> Sheep (Amphibious).
    "DataB1"
    "Data - Morph Units - Ground" it will form amphibious units into special
    unit under Neutral Passive> Melee> Units> Sheep.
    "DataE1"
    "Data - Morph Units - Water" it will form floating units into special unit under Neutral Passive> Melee> Units> Special> Sheep (Waterborne).

    "Ahrp"
    Repair (Human)
    "DataE1"
    "Data - Naval Range Bonus" when repairing floating unit, worker gains 75 bonus range.
    "DataC1"
    "Data - Powerbuild Cost" when many workers build/ repair same unit it determines additional cost.
    "DataD1"
    "Data - Powerbuild Rate" when many workers build/ repair same unit it
    speeds up progress.
    "DataA1"
    "Data - Repair Cost Ratio" determines global cost of repair for repaired unit (It is calculated from repaired building cost.).
    "DataB1"
    "Data - Repair Time Ratio" determines time how fast worker can repair
    damaged unit (Repair time is calculated from unit' s construction time.).

    "AHta"
    Reveal
    "DataA1"
    "Data - Detection Radius" determines what units are revealed (Only invisible/ burrowed or both.).

    "Aslo"
    Slow
    "DataC1"
    "Data - Always Autocast" unknown
    "DataB1"
    "Data - Attack Speed Factor" modifies targeted unit' s attack speed ( 1.00 means 100 % and 0.01 is 1 %.).
    "DataA1"
    "Data - Movement Speed Factor" modifies targeted unit' s move speed (1.00 means 100 % and 0.01 is 1 %.).

    "Asps"
    Spell Steal
    "priority"
    "Stats - Priority for Spell Steal" this field is used when buff is choosen to be stealed (Higher value is mostly stealed before.).

    "Asph"
    Sphere
    NOTE: Data fields N/ A.


    "Asth"
    Storm Hammers
    NOTE: Data fields N/ A.

    "Agyv"
    True Sight (Flying Machine)
    "DataA1"
    "Data - Detection Type" determines what units are revealed (Only invisible/ burrowed or both.).


    1.2 Human Hero Abilities

    "AHav"
    Avatar
    "DataC1"
    "Data - Damage Bonus" gives bonus damage to unit when ability is used.
    "DataA1"
    "Data - Defence Bonus" gives bonus armor to unit when ability is used.
    "DataB1"
    "Data - Hit Point Bonus" gives bonus hit points to unit when ability is used.
    "DataD1"
    "Data - Magic Damage Reduction" reduces magic attacks against this unit while ability is active (1.00 means 100 % and 0.01 is 1 %.).
    NOTE: This ability gives additionaly Magic Immunity.

    "AHbn"
    Banish
    "DataB1"
    "Data - Attack Speed Reduction (%)" reduces unit' s attack speed by % (1.00 means 100 % and 0.01 is 1 %.).
    "DataA1"
    "Data - Movement Speed Reduction (%)" reduces unit' s movespeed by % (1.00 means 100 % and 0.01 is 1 %.).
    NOTE: This ability disables unit' s attack indexes what makes "Data - Attack Speed Reduction (%)" useless.

    "AHbh"
    Bash
    "DataA1"
    "Data - Chance to Bash" gives on each attack chance to bash (100 is 100 % and 1 is 1 %.).
    "DataD1"
    "Data - Chance to Miss" unknown.
    NOTE: This field dosn' t affect any other field what so ever.
    "DataC1"
    "Data - Damage Bonus" deals additional bonus damage when unit scores bash hit.
    "DataB1"
    "Data - Damage Multiplier" adds damage multiplier without bash damage.
    EXAMPLE: When unit' s damage is 50-50 and chance to bash 100 % dealing bonus 25 damage, multipling this with 2.00 deals 100 unit ' s damage and adds 25 bonus damage from bash ( Bash damage isn' t part of critical damage.).
    "DataE1"
    "Data - Never Miss" when false should use data from Gameplay Constants "Combat - Chance to Miss (moving or high ground) ["ChanceToMiss"]" (1.00 is 100 % and 0.01 is 1 %.).

    "AHbz"
    Blizzard
    "DataD1"
    "Data - Building Reduction" buildings take reduced damage (1.00 means 100 % and 0.01 is 1 %.).
    "DataB1"
    "Data - Damage" damage what deals one ice shard.
    "DataE1"
    "Data - Damage Per Second" duration damage what is done after initial damage. This damage lasts until "Stats - Duration - Hero/ Normal ("HeroDur1/ Dur")".
    NOTE: This duration damage should not stack with different waves.
    "DataF1"
    "Data - Maximum Damage per Wave" maximum damage what can be dealed to one unit per wave.
    "DataC1"
    "Data - Number of Shards" number of shards in one wave.
    "DataA1"
    "Data - Number of Waves" number of waves.

    "AHab"
    Brilliance Aura
    "DataA1"
    "Data - Mana Regeneration Increase" adds mana regeneration rate to units in "Stats - Area of Effect ("Area1")".
    "DataB1"
    "Data - Percent Bonus" default rate can be changed to percent (1.00 is 100 % and 0.01 is 1 %.).

    "AHad"
    Devotion Aura
    "DataA1"
    "Data - Armor Bonus" adds bonus armor to units in "Stats - Area of Effect ("Area1")".
    "DataB1"
    "Data - Percent Bonus" default rate can be changed to percent (1.00 is 100 % and 0.01 is 1 %.).

    "AHds"
    Divine Shield
    "DataA1"
    "Data - Can Deactivate" when true allows unit to deactivate ability while on.
    NOTE: You can change it from Gameplay Constants "Gameplay - Can Deactivate Divine Shield ("CanDeactivateDivineShield")".

    "AHfs"
    Flame Strike
    "DataE1"
    "Data - Building Reduction" buildings take reduced damage (1.00 means 100 % and 0.01 is 1 %.).
    "DataA1"
    "Data - Full Damage Dealed" this damage is dealed before duration damage and is considered initial damage. It works with "Data - Full Damage Interval ("DataB1")".
    NOTE: This is odd ability with default values it deals 6 times initial damage and duration damage at level 1. Test subject was Peasant with 100 HP, unarmored. Duration was default for units (9 seconds).
    "DataB1"
    "Data - Full Damage Interval" waits time in seconds before doing again initial damage.
    "DataC1"
    "Data - Half Damage Dealt" this damage is dealed after initial damage and is considered duration damage. It works with "Data - Half Damage Interval ("DataD1")".
    "DataD1"
    "Data - Half Damage Interval" waits time in seconds before doing again duration damage.
    "DataF1"
    "Data - Maximum Damage" maximum damage dealed to one unit.
    NOTE: This ability uses somekind of build in time limits for initial damage it is 2.97 seconds after that duration damage starts. Full initial damage what you want to do should always be done in that period. This ability data is too wierd to describe.

    "AHhb"
    Holy Light
    "DataA1"
    "Data - Ammount Healed/Damaged" determines HP value what is being healed for living units and damage what is being done to undead units.

    "AHmt"
    Mass Teleport
    "DataB1"
    "Data - Casting Delay" time in seconds after hero with units are being teleported away (Caster stays all the time invurnable.).
    "DataA1"
    "Data - Number of Units Teleported" number of units teleported.
    "DataC1"
    "Data - Use Teleport Clustering" if true units will be appear near caster after teleportation.
    NOTE: You can change it from Gameplay Constants "Gameplay - Mass Teleport Clustering ("MassTeleportCluster")".

    "AHpx"
    Phoenix
    "DataA1"
    "Data - Summoned Unit Count" determines how many units are being summoned.
    "UnitID1"
    "Data - Summoned Unit Type" determines unit type what will be summoned.

    "AHre"
    Resurrection
    "DataA1"
    "Data - Number of Corpses Raised" determines how many dead units will be resurrected.
    "DataB1"
    "Data - Raised Units Are Invurnable" if true resurrected units will be invurnable.


    "AHdr"
    Siphon Mana
    "DataG1"
    "Data - Bonus Life Decay" determines how fast (in seconds) will "pushed health over limit" go back to normal.
    "DataF1"
    "Data - Bonus Life Factor" ratio in which unit gets drained HP ( 1 means for 1 drained HP point caster gets back 1 HP point.).
    "DataI1"
    "Data - Bonus Mana Decay" determines how fast (in seconds) will "pushed mana over limit" go back to normal.
    "DataH1"
    "Data - Bonus Mana Factor" ratio in which unit gets drained MP ( 1 means for 1 drained MP point caster gets back 1 HP point.).
    "DataC1"
    "Data - Drain Interval (seconds)" determines periodic time after HP/ MP is drained.
    "DataA1"
    "Data - Hit Points Drained" determines how many HP is drained after "Data - Drain Interval (seconds) ["DataC1"]".
    "DataD1"
    "Data - Life Transferred Per Second" HP what is transferred to unit.
    "DataB1"
    "Data - Mana Points Drained" determines how many MP is drained after "Data - Drain Interval (seconds) ["DataC1"]".
    "DataE1"
    "Data - Mana Transferred Per Second" MP what is transferred to unit.
    NOTE: All Siphon Mana type abilities are in some fields "hard coded".

    "AHtb"
    Storm Bolt
    "DataA1"
    "Data - Damage" determines damage dealed to unit when missile hits it.

    "AHwe"
    Summon Water Elemental
    "DataA1"
    "Data - Summoned Unit Count" determines how many units are being summoned.
    "UnitID1"
    "Data - Summoned Unit Type" determines unit type what will be summoned.

    "AHtc"
    Thunder Clap
    "DataA1"
    "Data - AOE Damage" damage done to all units in "Stats - Area of Effect ("Area1")".
    "DataD1"
    "Data - Attack Speed Reduction (%)" modifies unit' s attack speed who got hit by Thunder Clap ( 1.00 means 100 % and 0.01 is 1 %.).
    "DataC1"
    "Data - Move Speed Reduction (%)" modifies unit' s move speed who got hit by Thunder Clap ( 1.00 means 100 % and 0.01 is 1 %.).
    "DataB1"
    "Data - Specific Target Damage" deals damage to target of ability being cast.
    NOTE: Thunder Clap is never been a targetable ability and can' t be modified to be so "Data - Specific Target Damage" is useless field.
    • Like Like x 8
  2. Sooda

    Sooda Diversity enchants

    Bump, start posting I spent 10 h writing it :p
    • Like Like x 2
  3. ayumilove

    ayumilove Youtube account suspended! youtube.com/ayumilove8

    keep up the good work sooda!

    this stuff is really good and useful <3
    • Like Like x 1
  4. chovynz

    chovynz We are all noobs! in different states of Noobism!

    Excellent. I'll comment more on things later. But very good. Mind if I use this in the ability pdf I'm making? I might use your formatting too. Very clear and easy to read.
  5. Could I add this to The Index?
    I'm not totaly sure where it shoud lgo though... Probably Tips'n'tricks
  6. SFilip

    SFilip Gone but not forgotten

    You should merge this with the Introduction to Ability Editor. It generally belongs there, would just be confusing if we have two (or more) separate tutorials for this.
    Anyway do you intend to continue for the other races as well?
  7. Sooda

    Sooda Diversity enchants

    Yes you can add this tutorial where you want, yes it took me some time to just write human unit abilities. I will try to write human hero too and then other races. How I can merge it ? I just link from other thread to this one too ? I will deal with it on next weekend because I don' t have anymore time to spend on PC. Thanks for nice feedback. Even this is a bit unfinished yet because hero data is missing.

    EDIT: Yes, you can add it to index. If you see any mistakes correct me.
  8. Sooda

    Sooda Diversity enchants

    Bump, ok I have finished human abilities and it took me forever. Now I need feedback to discuss is it even needed to to other races. From thread views it looks this info isn' t needed so badly doing other races as well is just time waste if it isn' t really needed.
    Now how could be this kind of info on forum useful ? Maybe some ideas how it could be used to help speed up creating custom abilities, etc. Ideas welcomed. I doubt I do other races if there isn' t need sry for changing my mind so fast.

    EDIT: Linked threads.
  9. chovynz

    chovynz We are all noobs! in different states of Noobism!

    I disagree. If we do that, the merged "tutorial" will be huge. This way they are split up into relatively easier to handle chunks. If Sooda or myself (or someone else) do the other races it's possible that we'll have 5 tutorials of this size or more. Easier this way to find the info you need.

    Well it's scary. It's a scary amount of information. That and some people may not understand how powerful this info can be. For example - I wish I had known about Cargo Hold (Tank) and that it can continue the attack even while holding units. That particular info would've helped me before. Now that I DO know that I'm gonna use it, but i need to modify my map...

    (BTW have comments like these "When this ability is used with (any) "Load (Goblin Zeppelin) ["Aloa"]" and "Unload (Air Transport) ["Adro"]", owner of "Cargo Hold (Tank)" keeps its attack while transporting units" been tested? Are there abilities that do need testing to find out exactly what they actually do?)

    5/5 for the effort and time. Useful fields and NOTE: sections. Good coverage on what each ability does. I'll go further in depth on my comments soon.
  10. Mr.Tutorial

    Mr.Tutorial Hard in the Paint.

    Looks good even though I didnt have time to read it all.

    + Rep

    JUST BECAUSE U SPENT SO LONG WRITING IT.
  11. Tonks

    Tonks New Member

    Oh, I dunno if it'll help anyone else, but it helps me a hell of a lot. I'm making lots of custom abilities for my map, a bunch of them based off of TFT abilities for simplicity, and it's very difficult to read through the file.
    This is a whole lot easier to read than the file is.
    Well done :)

    Maybe: Include the descriptions of the spells, to make it so that it's more of a reference. (Maybe the tooltips they already have?)

    +Rep.
  12. SFilip

    SFilip Gone but not forgotten

    > will be huge
    So? I don't see anyone complaining about Daelin's tutorial which is huge and covers everything...since when is that a bad thing?

    > easier to handle chunks
    ...and harder to find.
  13. substance

    substance New Member

    VERY nice, I'm sure i'll use this in the future. +rep
  14. elmstfreddie

    elmstfreddie The Finglonger

    I don't get the point of this tutorial o_O

    Am I stupid or just a noob lol
  15. Sooda

    Sooda Diversity enchants

    >(BTW have comments like these "When this ability is used with (any) "Load (Goblin Zeppelin) ["Aloa"]" and "Unload (Air Transport) ["Adro"]", owner of "Cargo Hold (Tank)" keeps its attack while transporting units" been tested? Are there abilities that do need testing to find out exactly what they actually do?)
    Yes, hardest abilities where are notes are tested. I didn' t find that particular "Cargo Hold" on any unit so I tested it and looked what happened.
    All abilities aren' t tested as you know all some data fields dosn' t work for some abilities. I tested "Fire Strike", "Blizzard" and "Cargo Hold". "Siphon Mana" is just so odd.
    Can somebody tell does that ability work like told in tooltip in melee games ?

    @ Tonks

    What do you need most from this tutorial ? Raw ability names or data fields ?

    EDIT: Maybe most useful it can be for RoC users but dosn't main stream is using JASS to do all custom abilities ? Hm... editing abilities is needed too.
  16. Chaz32621

    Chaz32621 New Member

    Wat does Bump Mean???
  17. cryowraith

    cryowraith New Member

    "Adef"
    Defend

    "DataB1"
    "Data - Damage Dealt (%)" damage dealed back to attacker in percentage when attack was "deflected" ( 1.00 means 100 % and 0.01 is 1 %.).

    No this is wrong. Took me so long to figure out. This actually increases the attack damage of the unit when in defend mode.
    • Like Like x 1
  18. Sooda

    Sooda Diversity enchants

    I look into it, this thread might get locked now because of resurrection (last newest posts were from year 2007).

    EDIT:

    I verified cryowraith correction, hit Peasant with 0 armour and regeneration with Footman who's attack was exactly 10 damage, with Defend on (Damage Dealt value 2 = 200%) indeed Peasant got damaged for 20 damage, everything matches. I correct my mistake and add your name to give you credit for it, well done! Thanks for feedback.

    EDIT2: I know how it sucks when tutorial has mistakes in it.
  19. canons200

    canons200 New Member

    i wish to inform you that the spell so call Barrage
    "DataB1"
    "Data - Maximum Total Damage"

    the maximum total damage is the total damage that all your multi-shoot can achieve in 1 shoot, in other word, each time your multi-shoot can deal up to maximum 99,999 damage only.
    example 1, your unit current damage is 10,000 and with 8 extra shoot, each of your sub shoot is 10000 and all sub shoot add up will be 80,000 damage, still under the limit.

    example 2, your unit current damage is 70,000 and with 8 extra shoot, the main arrow damage will be 70,000 and follow up by another 2 sub shoot which 1 is dealing 70,000 damage and another 1 deal 29,999 damage and all sub shoot add up will be 99,999 damage. Meaning you will have only 2 extra shoot or 3 shoot per attack.
  20. Sooda

    Sooda Diversity enchants

    If you have more then post them. Of course don't put too much effort into it. I maybe update then all once. Adding bits one by one is bad for me (too lazy).

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