Gameplay Constants - Basics

Tutorial By Nenad

Okay so i noticed a lot of people are having some trouble with this section of editor so i thought it might be good to post stuff that u can do in Advanced/Gameplay Constants. This is my first tutorial so i'm sorry of any spelling mistakes and/or tutorial miss sayings also if i make a mistake please be kind enough to say it nicely ^^
Okay here we go!

Gameplay Constants!

Ally Trading Increment - Control Click - This determines the gold given to an ally player when holding control click, basic value is 200.

Ally Trading Increment - Normal Click - This determines the gold given to an ally player, basic value is 100.

Building Face Angled (degrees) - The position that the building is rotated.

Building Face Angled, Rooted (degrees) - The position that a rooted building is rotated.

Building Radius Blight Dispel - The range of a living building to dispel blight around it.

Building Status Display - Determines if the status of a building is displayed.

Cancel Construction (HP loss per second) - Determines how fast does a building lose HP when sold.

Cancel Refund Factor - Building Construction - How much % of gold will u get from the whole building if u cancel its construction.

Cancel Refund Factor - Building Upgrade - How much % of gold will u get if you cancel the buildings update.

Cancel Refund Factor - Hero Revival - How much % of gold will u get if you cancel the revival of a hero.

Cancel Refund Factor - Research- How much % of gold will u get if you cancel the research that the building is currently doing.

Cancel Refund Factor - Unit Training - How much % of gold will u get if you cancel the unit construction.

Maximum Collision Radius - Maximum Radius in which do units collide with each other.

Combat - Call for help Range - Maximum distance when a friendly unit will come to help a unit that's attacked.

Combat - Call for help Range, Creeps - Maximum distance when a neutral unit will come to help a unit that's attacked.

Combat - Chance to miss on high ground - The chance to miss of a ranged unit that is shooting on another unit that's positioned higher.

Combat - Damage Bonus Table - This determines the influence of attack VS armor radius for each attack. Example Normal attack does less damage to fortified but higher damage to medium armor the higher the number the higher the damage in % so 1 is 100% and 0.6 is 60%.

Combat - Missed attack damage factor - How much damage does a missed attack do in % to the real attack.

Creeps - Guard Distance - The distance in which the creeps move to attack you.

Creeps - Radius to notice building construction - The range in which creeps notice another construction is building and move to attack it.

Creeps - Radius to notice neautral building use - The range in which creeps notice another a hero or a unit using a neutral building (shop or tavern) and move to attack.

Decay Time - The time that Bones/Flesh/Effects and other things disappear from map.

Enemy Inventory Display - Determines if u can see the inventory of a enemy hero or unit.

Fog Reveal Radius - How much will a unit reveal of the fog of war if it attacks/dies.

Follow Range - Determines the range in which you're units must stay to follow another unit in sight.

Gameplay - Allow multiple bounces per unit - Determines if glaive ability (or some other bouncing ability) may or may not bounce between a single target Example- Glaive can bounce say 3 times on a single unit if this is on or 1 time if its off.

Gameplay - Animate dead units bestow auras - Determines if animate dead units will bestow auras on other units.

Gameplay - Burrowed units bestow auras - Determines if burrowed units will bestow auras on other units.

Gameplay - Can Deactivate .... - Determines if u can deactivate an ability such as Avatar or Methamorphosis.

Gameplay - Cyclone Hides a Unit - Determines If the cyclone ability hides the unit or not.

Gameplay - Defend can Deflect - Determines If the defend ability deflects attack back to the unit or not.

Gameplay - Drain gives bonus - Determines If drain mana/life ability gives bonus life the unit that's draining the mana/life.

Gameplay - Drain transfers - Determines If the drain ability transfers mana/life to the draining unit or not.

Gameplay - Drain affects Etheral - Determines If the drain ability will have better effect with etheral units or not.

Gameplay - Ensnare Checks Magic Immunity - Determines if u can cast ensnare on magic immune units.

Gameplay - Flying heroes bestow Auras - Determines if flying heroes will bestow auras on other units.

Gameplay - Illusions - These are the settings for illusion ability such as if it will restore mana/life if it will get bonuses or use auras.

Gameplay - Invisible Units Bestow Auras - Determines if invisible units will bestow auras on other units.

Gameplay - Invulnereable summons take Dispel Damage - Determines if u can damage an invulnerable summoned unit by dispeling it.

Gameplay - Magic Immunes Resist - Determines what spell/magic damage will magic immune units resist.

Gameplay - Mass Teleport Clustering - Determines if a the units teleported by mass teleport will cluster (get together) or not.

Gameplay - Morphing Disables Alternate Abilities - Determines if morphing into another unit will disable the units abilities.

Gameplay - Move Speed Bonuses Stack - Determines if move speed bonuses such as from boots of speed will stack or not.

Gameplay - Polymorphed units bestow auras - Determines if polymorphed units will bestow auras on other units.

Gameplay - Town Portal Clustering - Determines if the units teleported by town portal will cluster(get together) or not.

Gameplay - Web checks magic immunity - Determines if the web ability will have effect on magic immune units or not.

Gold mine - Low gold amount - The amount of gold that when hit will warn you about low gold in your gold mine.

Gold mine - Maximum gold amount - The maximum amount of gold in a gold mine.

Hero Abilities level skip (default) - The default skip level of abilities or the skip between the ability levels. Example when u learn ability level one by default u will have to wait 2 levels for next level of that ability.

Hero Attributes - Attack bonus per primary attribute point - The bonus attack by 1 attribute. Example if u have a strength hero with 25 strength by default that's 25 bonus damage.

Hero Attributes - Attack speed per agility point - Speed of attack for each agility point in %.

Hero Attributes - Defense base before agility bonus - Base Defense before agility bonus.

Hero Attributes - Defense bonus per agility point - Defense bonus per agility point.

Hero Attributes - HP regeneration bonus per strength point - Regeneration Hitpoint bonus per strength point (Real not in %).

Hero Attributes - Hit points per Strength point - Determines how much hit points will a hero get per his strength point.

Hero Attributes - Mana bonus per Intelligence point - Determines how much mana points will a hero get per his intelligence point.

Hero Attributes - Mana regeneration bonus per intelligence point - Regeneration mana points bonus per intelligence point (Real not in %).

Hero Attributes - Bonus Speed per Agility point - Bonus movement speed per agility point.

Hero Awaken - Need more research.

Hero maximum level - Maximum Level of a hero.

Hero revive Maximum gold cost - The maximum that a hero can cost in gold for his revival.

Hero revive Maximum lumber cost - The maximum that a hero can cost in lumber for his revival.

Hero revive Maximum time - The maximum time that a hero revives in.

Hero Revive - Need more research.

Hero XP - Building kill Grants Xp - Determines if a hero will get Xp when destroying a building.

Hero XP - Global Distribution - Determines if experience will be shared within the allied heroes in hero xp gain range or not.

Hero Xp - Max Hero level Drains Xp - Determines if u can get more experience even if you have achieved the maximum hero level.

Hero Creep Reduction Table - Determines how much experience a hero gains per each level from creeps. If this is set to 100 the heroes always gain experience from creeps.

Inventory - Drop item range - The range in which a hero can drop an item from its inventory.

Inventory - Give item range - The range in which a hero can give another hero an item.

Inventory - Pick up item range - The range in which a hero can pick up an item.

Inventory - Sell item range - The range in which a hero can sell an item.

Inventory - Sell item return rate - The percentage of the refund for an item. Example - If an item costs 1000 gold if You're selling it by default the refund will be 50% or 500 gold.

Movement - The Maximum/Minimum Movement of units and buildings.

Spell - Etheral heal bonus - The bonus of healing for an etheral unit.

Spell - Frost attack speed reduction - The attack speed reduction of a frost attack.

Spell - Frost movement speed reduction - The movement speed reduction of a frost attack.

Techtree - The building's that are equivalent to research. For example, if a unit needs a Tier 2 Hall, a player will need either a Keep, Stronghold and so on, to build it.

Time - Dawn/Dusk determines when the day will start/finish.

Time - Hours per day - If u want u can set to 500 hours per day but it will not make your days longer only more complicated. x) Actually this is the hours per day in game field.

Time - Real seconds of game time - This is the real length of the day in seconds.

Unit Maximum Level - Maximum level of a unit.

Upkeep Food limit - The Food limit for low and high upkeep.

Upkeep Gold tax rates - This determines the gold rate in which u collect gold in no upkeep/low upkeep/high upkeep 0 being the fastest and 1 being nothing.

Upkeep Lumber Rates - Same as up but for lumber.

Now I KNOW i've skipped some of the lines. Those that i skipped i don't know and/or think they aren't necessary for an average map maker (mostly i don't know) if u do know those lines feel free to post them and ill edit them to the tutorial also remember to post my mistakes so i can alter them.

Nenad

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