- Joined
- Mar 13, 2020
- Messages
- 421
------SetAbilityRealLevelField Tutorial------
Hi Everyone, this is my "First Tutorial" about SetAbilityRealLevelFields in GUI, and evrything we can Modify on our Spells.
I started this Tutorial because, i cant find anything about it on Hive.. and its very usefull for Beginners.
Content:
1. This Tutorial Shows how to Modify Attribute based "Spell Damage" on Default based Abilitys.
2. Give your Abilitys some "Extra" effects.
Lets start with "Lightning Chain" as Spell for our Tutorial, as example.
Lightning Chain:
We set everything to 0 for now because, we will handle this things with Triggers based on our Heros stats.
1. Attribute based "Spell Damage"
Lets start with some Easy one the Damage of our "Lightning Chain", first we need the Real Field we wanna change.
We open the ObjectEditor>Abilities and click on our Lightning Chain, then we Press "Ctrl + D" and can see the Short Cut for our Real Field
We wanna Modify the Damage of our Spell, so the Field we need for Lightning Chain is Ocl1.
Now we open our Trigger Editor.
The "Event" and "Conditon" are self explained, lets talk about our "Action".
Ability - Set Ability Real Level Field, Example
Set Ability = Units: Which Unit? Casting Unit.
Ability Code = Which Ability Code? Lightning Chain (Because thats our Spell).
Real Level Field = ? Ok lets go, we wanted to change the Damage and Find out the Short Cut for the "Real Field" of "Damage" for Lightning Chain is ('Ocl1') thats the Field for Damage per Target.
Level of Ability = ? Now here we Need to Understand that the Index of the Level is needed.. and the Index start at 0, not at 1 that means.
Ability Index 0 = Ability Level 1
Ability Index 1 = Ability Level 2
Ability Index 2 = Ability Level 3
Ability Index 3 = Ability Level 4
So i used Level of Ability of Unit and then -1, no matter which level now my Spell has its evrytime set to the Index next to it.
Modified Real = ? Because we wanna have our Damage based for each Target our Lightning Chain hits, to be based on our Attributes i set it to Intelligence of (Casting Unit)(Include bonuses).
2. Extra Effects with SetAbilityIntegerLevelField
We wanna give our Lightning Chain some extra "Effect" for this Example, lets use
Set Ability Integer Level Field.
Because the Field we Wanna Change now its an Integer Field
Now our Spell has a 25% Chance to Hit one More Target because we now Modified:
Integer Level Field: Number of Targets Hit ('Ocl2')
to 4.
Final Word:
We can Change and Modifie with this Fields all on Default Based Spells..
set them to Attributes, or to 1% of our Max Hp...
we can even Modify Passivs... with an Event like Every 5 Seconds to Refresh the Modified Amount of the Passiv.
We can Create Items for Specific Heros with Real[Arrays] like:
Shaman[PlayerNumber(OwnerofUnit(HeromanipulatingItem)]
or even Create Talentrees
Example 1: we Buy/Press/What Ever your Talentree is Based on, and the set a Real[Array] and if the Real[Array] is equal to 1.00 the Paladin has a 25% that his Next Holy Light cost no Mana
Example 2: or Set the Cooldown to 0 / Set the Cast Time to 0 or what ever you want you can change Multiple Reals like i did for the Spell Avatar and Changed the Armor/Hp/Damage based on Strenght.
For Dummy Units you can use it Aswell... Thats it it Might be a Short Tutorial just Try it out it has Potentiual if you use it Good
Cheers Pwnica
Hi Everyone, this is my "First Tutorial" about SetAbilityRealLevelFields in GUI, and evrything we can Modify on our Spells.
I started this Tutorial because, i cant find anything about it on Hive.. and its very usefull for Beginners.
Content:
1. This Tutorial Shows how to Modify Attribute based "Spell Damage" on Default based Abilitys.
2. Give your Abilitys some "Extra" effects.
Lets start with "Lightning Chain" as Spell for our Tutorial, as example.
Lightning Chain:
We set everything to 0 for now because, we will handle this things with Triggers based on our Heros stats.
1. Attribute based "Spell Damage"
Lets start with some Easy one the Damage of our "Lightning Chain", first we need the Real Field we wanna change.
We open the ObjectEditor>Abilities and click on our Lightning Chain, then we Press "Ctrl + D" and can see the Short Cut for our Real Field
We wanna Modify the Damage of our Spell, so the Field we need for Lightning Chain is Ocl1.
Now we open our Trigger Editor.
-
Lightning Chain
-
Events
- Unit - A unit Starts the effect of an ability
-
Conditions
- (Ability being cast) Equal to Lightning Chain
-
Actions
- Ability - Set Ability: (Unit: (Casting unit)'s Ability with Ability Code: Lightning Chain )'s Real Level Field: Damage per Target ('Ocl1') of Level: ((Level of Lightning Chain for (Casting unit)) - 1) to (Real((Intelligence of (Casting unit) (Include bonuses))))
-
Events
Ability - Set Ability Real Level Field, Example
Set Ability = Units: Which Unit? Casting Unit.
Ability Code = Which Ability Code? Lightning Chain (Because thats our Spell).
Real Level Field = ? Ok lets go, we wanted to change the Damage and Find out the Short Cut for the "Real Field" of "Damage" for Lightning Chain is ('Ocl1') thats the Field for Damage per Target.
Level of Ability = ? Now here we Need to Understand that the Index of the Level is needed.. and the Index start at 0, not at 1 that means.
Ability Index 0 = Ability Level 1
Ability Index 1 = Ability Level 2
Ability Index 2 = Ability Level 3
Ability Index 3 = Ability Level 4
So i used Level of Ability of Unit and then -1, no matter which level now my Spell has its evrytime set to the Index next to it.
Modified Real = ? Because we wanna have our Damage based for each Target our Lightning Chain hits, to be based on our Attributes i set it to Intelligence of (Casting Unit)(Include bonuses).
2. Extra Effects with SetAbilityIntegerLevelField
We wanna give our Lightning Chain some extra "Effect" for this Example, lets use
Set Ability Integer Level Field.
Because the Field we Wanna Change now its an Integer Field
-
Lightning Chain
-
Events
- Unit - A unit Starts the effect of an ability
-
Conditions
- (Ability being cast) Equal to Lightning Chain
-
Actions
- Ability - Set Ability: (Unit: (Casting unit)'s Ability with Ability Code: Lightning Chain )'s Real Level Field: Damage per Target ('Ocl1') of Level: ((Level of Lightning Chain for (Casting unit)) - 1) to (Real((Intelligence of (Casting unit) (Include bonuses))))
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Random integer number between 1 and 100) Less than or equal to 25
-
Then - Actions
- Ability - Set Ability: (Unit: (Casting unit)'s Ability with Ability Code: Lightning Chain )'s Integer Level Field: Number of Targets Hit ('Ocl2') of Level: ((Level of Lightning Chain for (Casting unit)) - 1) to 4
- Else - Actions
-
If - Conditions
-
Events
Integer Level Field: Number of Targets Hit ('Ocl2')
to 4.
Final Word:
We can Change and Modifie with this Fields all on Default Based Spells..
set them to Attributes, or to 1% of our Max Hp...
we can even Modify Passivs... with an Event like Every 5 Seconds to Refresh the Modified Amount of the Passiv.
We can Create Items for Specific Heros with Real[Arrays] like:
Shaman[PlayerNumber(OwnerofUnit(HeromanipulatingItem)]
or even Create Talentrees
Example 1: we Buy/Press/What Ever your Talentree is Based on, and the set a Real[Array] and if the Real[Array] is equal to 1.00 the Paladin has a 25% that his Next Holy Light cost no Mana
Example 2: or Set the Cooldown to 0 / Set the Cast Time to 0 or what ever you want you can change Multiple Reals like i did for the Spell Avatar and Changed the Armor/Hp/Damage based on Strenght.
For Dummy Units you can use it Aswell... Thats it it Might be a Short Tutorial just Try it out it has Potentiual if you use it Good
Cheers Pwnica