- Joined
- Mar 27, 2008
- Messages
- 8,035
Do we have the technology yet to apply strings that come from a variable to Item Description OR Ability Description while the game is progressing ?
Example (Ability -> Item):
An ability called "Power Enchancement" in which the caster will cast the ability to give an item to gain a temporary added bonus damage (for the wielder of the item) of 50~70% at random for 3 minutes.
So the ability can give the item an added bonus damage of either 50, 51, 52, ..., 70.
Then, while the buff is in effect, an added text of how much the bonus is, will be added to the Item Description.
Example 2 (Item):
This item will deal X damage to enemy unit.
X is a formula for damage that is a Real Variable comes from Trigger Editor.
X is a dynamic variable, should not come from Object Editor, static description.
Example 3 (Ability):
Your damage will increase by 1% per 1% missing Maximum Health.
Let's say you lost 37% of Health, now you would have a +37% bonus damage.
The text in the ability description should read as "You now gain +37% bonus damage" instead of static description like "You will gain 1% bonus damage per 1% missing Maximum Health.
Example (Ability -> Item):
An ability called "Power Enchancement" in which the caster will cast the ability to give an item to gain a temporary added bonus damage (for the wielder of the item) of 50~70% at random for 3 minutes.
So the ability can give the item an added bonus damage of either 50, 51, 52, ..., 70.
Then, while the buff is in effect, an added text of how much the bonus is, will be added to the Item Description.
Example 2 (Item):
This item will deal X damage to enemy unit.
X is a formula for damage that is a Real Variable comes from Trigger Editor.
X is a dynamic variable, should not come from Object Editor, static description.
Example 3 (Ability):
Your damage will increase by 1% per 1% missing Maximum Health.
Let's say you lost 37% of Health, now you would have a +37% bonus damage.
The text in the ability description should read as "You now gain +37% bonus damage" instead of static description like "You will gain 1% bonus damage per 1% missing Maximum Health.