First of all I have no idea how to make a collided map. I know it has something to with the CRC stored in the map file but if you just edit the JASS it would have no impact on any other part of the archive? Anyway I was wondering if someone who knows how to collide maps/has knowledge of the WC3 could answer this.
How do % chances work?
How does damage work?
I'm asking this because say you do 50-60 damage how is it randomised? is it the host who decides? if so could it be possible in theory to always hit 60 as host with a collided map? I guess anything higher than the max "possible" would cause dysync/disconnect but if its within the bounds it should work right? Same question goes for procing. Critical, evasion etc.
Can this be done in a collided map?
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Re: Can this be done in a collided map?
I guarantee you that damage cannot be changed in a collided map. The damage is set in the unit editor, and changing it would cause everyone to have to DL the map. I am not 100% positive of this, but I have changed things like damage and stat gain on heroes before in other maps, and they all have to DL it.
The %s for spells and things in maps are all done either in triggers, or in the spells themselves. Changing a % would also, like the damage, cause everyone to DL.
The 50-60 of damage isn't randomized. In the unit editor, there are sections called "#of dice", and "side per dice" within the 'Combat' section of each unit. I'm not sure exactly which does which, but I think that # changes the base damage to add this much, and sides per dice increases the range of the max #. Say your hero has 5 base damage with 5 number of dice and 10 sides per dice. I think that this will make his base damage go from 10-20. Again, I'm not sure about this, but I do know that those two change the base damage of units, and the max and min hits.
The %s for spells and things in maps are all done either in triggers, or in the spells themselves. Changing a % would also, like the damage, cause everyone to DL.
The 50-60 of damage isn't randomized. In the unit editor, there are sections called "#of dice", and "side per dice" within the 'Combat' section of each unit. I'm not sure exactly which does which, but I think that # changes the base damage to add this much, and sides per dice increases the range of the max #. Say your hero has 5 base damage with 5 number of dice and 10 sides per dice. I think that this will make his base damage go from 10-20. Again, I'm not sure about this, but I do know that those two change the base damage of units, and the max and min hits.
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Re: Can this be done in a collided map?
Can't be done. Sorry. If you were to change that for you, all the units on the map of the same type would have to be changed,
so it'd d/c.
so it'd d/c.

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Re: Can this be done in a collided map?
I can be done.
I have a cheat pack on a collided map.
Just doesn't really know why there are so many leavers on my game everytime I use a cheats they all leave my game.
Sighs.. leavers.
I have a cheat pack on a collided map.
Just doesn't really know why there are so many leavers on my game everytime I use a cheats they all leave my game.
Sighs.. leavers.
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Re: Can this be done in a collided map?
It's not leavers tard...
lol
Don't ban me for calling you a tard, that'd be pretty gay.
Anyhow, it's them/you getting disconnected.
lol
Don't ban me for calling you a tard, that'd be pretty gay.
Anyhow, it's them/you getting disconnected.
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Re: Can this be done in a collided map?
No shit dude. InitialD knows that, it's called a joke.patrick-the-bomb wrote:It's not leavers tard...
lol
Don't ban me for calling you a tard, that'd be pretty gay.
Anyhow, it's them/you getting disconnected.

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Re: Can this be done in a collided map?
Basically I was wondering how its synced on all clients. What actually decides a random damage (I think chaos bolt in DotA does 1-400 damage randomly). The stun time is random too. How are chances to proc synced? What I'm getting it at is who decides if something is evaded? It can't be *ALL* clients (well it can but it would be laggy for every client to evaluate it and take an average). Maybe not possible in a collided map but with a hack it may be? Everyone has the data inside the map that says the skill will do 1-400 damage. Unless it uses game time or something (not all maps would do this?, unless its inside the wc3 engine?)
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Re: Can this be done in a collided map?
It's a trigger.
I'm awful at triggers, but my guess would be something like this:
a unit cats an ability
type of ability begin cast is equal to chaos bolt
set integer A: 1 to 400
remove (random integer(integer A)) from (target of ability being cast)
lol, in reality, that sounded pretty good. To me at least.
Sorry, idk how to make it all pretty like them cool kids do when they talk about GUI and JASS and whatnot.
I think that's right though
I'm awful at triggers, but my guess would be something like this:
a unit cats an ability
type of ability begin cast is equal to chaos bolt
set integer A: 1 to 400
remove (random integer(integer A)) from (target of ability being cast)
lol, in reality, that sounded pretty good. To me at least.
Sorry, idk how to make it all pretty like them cool kids do when they talk about GUI and JASS and whatnot.
I think that's right though