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Adding spell damage

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Level 3
Joined
Mar 11, 2009
Messages
35
How can I add damage to a speel via an item?

I mean, X hero picks X item... now his X spell (or all of them) does X more damage


I found many ways, but all of this ways require to make LOOOTS of triggers/skills

1) make the damage via trigger (requires making 1 trigger for each skill in the game)

2) make the item have "upgrade skill" for the skill that wants to be upgraded (requires making 1 or more "upgrade skill" for each skill in the game)

BTW: If this is answered, any way to make critical strike for a spell?
 
Level 7
Joined
Dec 18, 2008
Messages
400
I think you have to make a variable to store the spell damage.
Call i something like SpellDamagePlayer1

Trigger 1:
Event:
Unit aquirres an item

Condition:
Item being manipulated equal too (some item that adds spell damage

Action:
If owner of manipulating hero is equal too red do:
Set SpellDamagePlayer1 = SpellDamagePlayer1 + 999999 (or what ever)
Else do nothing

Trigger 2:
Event:
A unit starts casting an ability

Action:
If owner of casting unit is equal too red do:
Make casting unit damage target unit of ability being cast for SpellDamagePlayer1

Trigger 3:
Event:
Unit drops an item

Condition:
Item being dropped equal too (some item that adds spell damage)

Action:
If owner of manipulating hero is equal too red do:
Set SpellDamagePlayer1 = SpellDamagePlayer1 - 999999 (or what ever)

I think there is another and easier way to do the condition part, maybe you can try If/Then/Else but i dont know if this works.
 
Level 14
Joined
Mar 4, 2009
Messages
1,156
How can I add damage to a speel via an item?

I mean, X hero picks X item... now his X spell (or all of them) does X more damage


I found many ways, but all of this ways require to make LOOOTS of triggers/skills

1) make the damage via trigger (requires making 1 trigger for each skill in the game)

2) make the item have "upgrade skill" for the skill that wants to be upgraded (requires making 1 or more "upgrade skill" for each skill in the game)

BTW: If this is answered, any way to make critical strike for a spell?

EVENT unit finished casting an ability
CONDITION casting unit equal to "YourUnit"
ACTION set health of TARGET OF ABILITY BEING CAST to health of TARGET OF ABILITY BEING CAST - 100

BTW there is a way to make it...
 
Level 8
Joined
Apr 30, 2009
Messages
338
If the spell is a projectile and you do this, you would see the target's health drop twice: when the spell is cast, and when the spell hits. If you don't want this, you would have to trigger the bonus damage to occur when the spell hits. There's really complicated damage detection systems that you could use, but if it's just one spell then you could make a dummy unit that casts a damaging projectile spell at the same time, assign your bonus damage to the dummy spell, give the dummy spell an invisible projectile with the same missle speed as the real spell, and then both spells would hit the target simultaneously, giving the illusion that the single projectile did all the damage.
 
Level 7
Joined
Dec 18, 2008
Messages
400
like Super-Sheep already said just do
Event:
Unit starts casting an ability

Action:
If random number between 1 and 5 is equal too 1 (just an example) then do:
Make casting unit damage target unit of ability being cast for 99999
 
Level 12
Joined
Jul 27, 2008
Messages
1,181
You need:
  • Trigger
  • Events
    • A Unit Finishes casting an ability
  • Conditions
    • ((Casting Unit)has ITEM) Equal to True
  • Actions
    • Unit - Cause (Damaging Unit) to damage (Targeted Unit), dealing (150 * Level of ITEM) damage of attack type Spells and damage type Normal
If this is for specific skills, just add a
  • Conditions
    • (Ability being cast) Equal to SKILL
for each ability.
 
Level 11
Joined
May 31, 2008
Messages
698
Use the tinkers Engineering upgrade. This can change abilities to totally new ones or just one that is slightly improved. If it doesnt work when the item has the ability just do a trigger and give the unit the ability. To make the icon not show put the ability in a spellbook and give the unit the spellbook ability then disable the spellbook ability and it will still benefit from the upgrade.
 
Level 4
Joined
May 6, 2008
Messages
78
It dont need lots of combinations. You just need one per item, like this:


Event: A Unit Finishes casting an ability
Conditions: ((Casting Unit)has ITEM) Equal to True
Actions: Unit - Cause (Damaging Unit) to damage (Targeted Unit), dealing (150 * Level of ITEM) damage of attack type Spells and damage type Normal.

if you have two items you dont need combination:

Event: A Unit Finishes casting an ability
Conditions: ((Casting Unit)has ITEM2) Equal to True
Actions: Unit - Cause (Damaging Unit) to damage (Targeted Unit), dealing (400 * Level of ITEM) damage of attack type Spells and damage type Normal.

Just do that. If the unit have more than 1 item then it doesnt matter because it will deal the same damage.
 

Dr Super Good

Spell Reviewer
Level 64
Joined
Jan 18, 2005
Messages
27,258
The key for this is to trigger the spells you want to be affected.

Yes, this means you can not shortcut and use blizzard damage spells if you want it to effect all spell damage but it is the only way.

If it only affects certain spells, you simply divise a trigger system to exchange the spell for another while the learn spell is a dummy. Such a system as this is seen in SWAT Aftermath where by the one item improves the efficiency of your nanites.

If you want to understand how to make such a system, ask the makers of TKoK RPG. Their map contains features which are exactly like the ones you want with both spell critical and spell damage.

In the end, there is no way to avoid huge trigger systems, so be prepared for a lot of jass.
 
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