This adds a little tick to the creep hp bars indicating a best guess of the active hero's damage.
For creeps without mana, it shows the % of the bar that would be done by listed minimum damage, assuming max hp of 550 + 10 * (# of creep upgrades so far) and armor of 2, the stats on a melee creep without any rax pushed down. For creeps with mana, the assumed max hp is 300 + 10 * (# of creep upgrades) and armor is 0, the stats on a ranged creep without any rax pushed down.
This is rough; it will be wrong if the creeps have modified armor, if you are about to proc an ability modifying your attack damage like Whiplash, or if anything else would modify damage done. It does, however, properly account for effect of the Logger's Hatchet on both ranged and melee heroes.
For instructions on how to install go to:
1.4: Fix a stupid bug where base damage updates were not reflected. Modify highlight scheme to mostly match @μ's version, which is superior to my original.
1.3: Fix a scaling issue that was showing a slightly larger highlight than intended.
1.2: Display only on team creeps. Fix armor calculation on ranged creep. Properly handle Logger's Hatchet.
1.1: Initial revision.
This is officially modification 109 in the Modification Repository.
Last edited by taion; 03-26-2010 at 12:52 AM.
Wow...that's intense. It looks pretty rough but I will try it out. Kudos for the idea.
EDIT: Oh, maybe you should add an button that pressing would toggle between Normal, Ranged-Axe, and Melee-Axe and could change the bars size. Just an idea. Still haven't tried it but I will soon.
EDIT2: Instead of a button a bind-able key (or preset one like ctrl-= or something not that accessible) that displays a message temporarily (like floating white text on your screen that disappears after a few seconds saying (Default, Ranged with Axe, Melee with Axe) or what have you.
Last edited by JohnEgbert; 01-24-2010 at 06:47 PM.
Now just modify it so that the bars show the active hero's minimum damage and we are all set.
whats the problem with hatchet? can't you make it do "if has hatchet then >>>>"
o.0 i get hatchet on all melee heros .
taion, I've been having to deal with stuff for finding what item is in a slot.
ActiveInventoryDescription28 through 33 5 param0 contains the name of the item in each slot.
ActiveInventoryExists28 through 33 param indicates the existence of an item (for disabling).
Haven't tried this but does it take into account whether a 1 or 2 rax's are destroyed, as well as supercreeps? Not that its important at that point in the game, since most people just autoattack creeps, but was just curious.
am i the only one who sees the potential of this mod to make last hitting take no skill. atm its kinda pointless but with work imo it would be ban worthy
Don't think this mod makes last hitting any easier, it just helps new players understand when last hits could effectively occur.
I mean, end of the day, I made this because I thought it would give me an advantage (and because I wanted to play around with the HoN modding stuff).
Don't get me wrong, I think the mod is fine and I can see its uses. I was just referring to a previous post about a possible ban on this mod. I'm not sure what kind of work the poster was talking about, but I have a hard time seeing how this gives an unfair advantage and thus should be banned. Could be wrong though...
Add support for hatchet and it would be pretty useful!
add support for hero abilities like kraken or vindicator orb
add support for a second tick or indicator that would show a player-specified damage (useful for last hitting with spells like lvl 1 thunderbringer chain lightning, lvl 1 dark lady nuke, etc.)
Does the mod really not let you see the armor level of creeps?
This will need a LOT of work, but I like it, amazing mod, but as stated above, if this becomes a perfect mod, it will take 0 skill to last hit. I don't care but eh, I wouldn't like to see this as a bannable mod.
lol, isn't this restricted?