Are there any units that will crash SC when you set their damage to 0?
I am creating a virtual vHp system and I want the actual attack animation, but not the damage itself.
The idea behind the RPG is to combine influences from the D&D stat system, Titan Quest skill system, and Dark Cloud gameplay aspects.
I have half of the battle system complete and its shaping up pretty nicely.
I'm working on getting a demo available so that I can get some feedback from all of you.
The demo will walk you through the intro and tutorials on how to play the game.
Thanks for your help.
Hugel
None.
I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
edited for rockz:
TotalDamage = [ baseDamage + upgradeCount * damagePerUpgrade - EnemyArmorValue ] * factor
(I didn't include protoss shilds. These are direct hits only. no splash hits) (factor is the multiplier like 1; 0.5 or 0.25... this depends on the damagetype and size of the attacked unit)
Read this for more informations.0 TotalDamage = 0.5 TotalDamage
There are no problems or crashes because of the setting "0 damage".
You can achieve 0.5 damage with the factors, too.
A hydralisk with 9 damage would do 4.5 damage on a marine because he does half damage on small units.
Post has been edited 1 time(s), last time on Oct 16 2008, 2:25 pm by Ahli.
Edited out, Ahli's is a better explanation.
Post has been edited 1 time(s), last time on Oct 16 2008, 4:17 pm by rockz.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
0 damage = 0.5 damage
There are no problems or crashes because of 0 damage.
I don't think 0 damage = 0.5 damage. For one, you can't have half damage. The damage formula rounds 0 damage to a hp reduction of 0.5, if armor negates the attack (0 armor and 0 attack means armor negates it).
The reason this is important is because with upgrades, you add 0 + 1 = 1 damage, not 1.5 damage.
It does .5 damage. Just try it.
None.
I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
updated my post above.
the 0 damge = 0.5 damage rule only fires when all other calculations led to the 0 damage.
-> A 0 damage zergling with 0 zerg melee upgrades will cause 0.5 damage on every unit. Armor class doesn't care anymore.
if this zergling has 1 melee upgrade and its damage value raises to 1 (unit's damage: 0 + 1 = 1), it will do 1 damage to every unit without armor. Units with armor get 0.5 damage.
Basically, the lowest damage you can ever do is .5, anything lower simply doesn't work, and is just rounded up.
None.