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Help with an important ability for my map please!

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Im making an rpg map...now what it is isnt really the concern but i have an ability im working on...MOST of the playable characters will have this ability...i would prefer not use triggers because that can get messy but if i have too i will because its important to the map...now its supposed to be an activatable ability like mana shield....but it increases stats of the hero...there are more than one versions of it for different characters i need something kinda like this:

Drains 1 mana per second and gives +50 to all attributes

I want it to work just like mana shield....when you run out of mana it stops and you can deactivate it and activate it on your own as well...

It also needs to be able to produce an effect around the hero when activated...

Now when i started working on it i first tried copying mana shield and messing with the copy...i thought i could just change the effect of the ability to increase stats right? WRONG!!!

As it turns out it the only effects that the ability can use are things from buffs and effects but NONE of those increase stats....the only thing that increases stats are item abilitys which you cant seem to get as the effect for mana shield...

I would just trigger it to increase stats when using it but than the problem is that it wouldnt lose the stats when deactivated....

Also, i prefer being able to see "100 +50 agility" for instance as opposed to "150 agility"....i want the effect to be visible and the trigger wouldn't do that...can someone please help me here...im hoping not to use triggers...just the object editor...a way too make mana shield give a bonus to stats maybe? Or perhaps a way to turn item stat bonus into an activatable...?

PS: To be clear, when i say stats i DO mean hero attributes,,,played too much diablo 2 i suppose :)

PS AGAIN: Also sorry about bad grammar but down just post about my grammar...if you don't have something to help than dont post at all...
 
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It's possible with triggers to make it show the green +50 and to deactivate when you run out of mana.

Just to forewarn you, you will never make a half decent RPG (or really anything but a melee/altered melee map) without extensive use of triggers.
 
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It's possible with triggers to make it show the green +50 and to deactivate when you run out of mana.

Just to forewarn you, you will never make a half decent RPG (or really anything but a melee/altered melee map) without extensive use of triggers.


Well i know...i dont mind using triggers normally....its just when it comes to ability's....i have troubles....when it comes to quests and moving units and such im fairly good...like making text display when you talk to someone....i have making quests down...i do quests perfectly...Though this rpg doesn't require alot of triggers because the story of it is text based and other than that its mostly killing things...


OT: Well...as i said triggering it is hard because there is no event "Ability deactivates" or anything of the sort...
 
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The test map is attached.

I had troubles with that...it mostly works but i had an issue where as i said i need more than one version of it (Same thing but different stat increase and different mana drained) and i couldnt get that to work...i tried copy and pasting all the triggers and all the varibles but it wouldnt make a new version...Perhaps you could help me with that...actually to be nice and simple here are the versions i need:

Version 1: +50 all stats 15 mana per sec drained (I changed the one to 15 BTW....as it turned out you regen the mana faster than you lose it with one)

Version 2: +75 to strength and Intelligence +50 to agility Drains 20 mana per second

Version 3: +100 to strength and Intelligence -25 to agility Drains 25 mana per second (if its possible to do - to stats and if it isnt NVM that)

Version 4: +150 to all stats Drains 20 mana per second

Version 5: +300 to all stats Drains 70 mana per second

Version 6: +500 to all stats Drains 20 mana per second (Dont ask why this exists youll see if you play the map)

I dont know why i couldn't create more versions...i copyied every single thing over and changed stats but whenever i activated "energy boost type 2" it would just give me the effects of "energy boost 1" i dont understand what i am doing wrong?...

but other than that your trigger worked perfectly and did exactly what its supposed to do...its just im having troubles getting it to make more versions is all....
 
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Did you base the other "Energy boost" abilities off of the same ability? If so, their order IDs are conflicting and only the first one will cast.
 
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Can one single unit can be affected (stack) with all 6 versions of the spells ?

It sounds, funny ? (if it does stack)

To +50 and +75 and +100, kinda weird stackable spell

No...they dont stack...usually you only have one version per character but one character has more than one version at a couple points in the story...He has version 4 and 5 at one point in the story and he has version 4 and 6 at another point in the story...and when he has more than one version they cant stack...
 
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I don't know man, check this test map.
I made 6 versions out of it, and currently no (-) stats yet, all (+).

Stats Bonus now can be configured (but does not show on green bonus stats).

Is there a problem with having more than one version and having the green bonus stats...cant you just have more than one attribute bonus buff...Those can be configured too...?

Also if there aren't any negative stats than that is fine but it has to not give a bonus too agility...i have a better idea that would work better...

Version 1: +50 all stats 15 mana per sec set movement speed to 350 (This is first unlocked in chapter 1 finale boss battle)
Version 2: +75 to strength and Intel. +50 to Agility 20 mana per sec does not change movement speed (This is first unlocked early-mid chapter 2) (Chapter 2 is a LONG chapter)
Version 3: +100 to strength and Intel. 25 mana per sec set movement speed to 50 (This is first unlocked early-mid chapter 2) (Chapter 2 is a LONG chapter)
Version 4: +150 all stats 20 mana per sec set movement speed to 400 (First unlocked Chapter 2 finale boss battle)
Version 5: +300 all stats 75 mana per sec set movement speed to 500 (First unlocked mid Chapter 3)
Version 6: +600 all stats 20 mana per sec set movement speed to 522 (First unlocked Chapter 4 finale boss battle)

More versions Exist but they are easier to make and i can do those myself...They dont even have to be copied from these ones because they are so different...

Also the abilities do all have to be separate abilities with different tool tips...Because at some points in the story certain characters will get the version they are using replaced with a another version...


I think this will work better...that way there is a movement speed factor so version 2 and 3 have a weakness which is important for things to work properly...

EDIT: The Reason why version 2 and 3 have a weakness but the other versions past that dont really is because the other versions are much much further in the story at which point the characters are alot higher level so the high stat bonuses are not OP...
 
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While you work on that im gonna go work on the other versions that i can do myself...You dont need to do these because im gonna do them myself but in case you or someone else wants to know they are:

Version X: Damages unit but gives them a very temporary boost in attack speed and movement speed
Version Y: Increases units damage but drains 6 mana per second
Version Z: Reduces all damage done to unit by 25% Regenerate 75 HP per sec Drain 10 mana per sec

Again please dont do these three versions...im capable of doing these myself...
 
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You can have a negative and position attribute bonus but the thing is, the more detailed they are, the more settings you will have.

Well it doesent need a negative if the movement speed thing is done...the movement speed thing seems alot easier too do...

Also although im not that great with triggers i am really good at the object editor so unless you cant have more than one version of a spell link to different attribute bonus abilities i dont really see what the problem with it is...what does having stats changed with triggers have to do with more settings...the only thing that i can think of in regards to more settings is the fact that you can subtract stats with triggers but as i said i think the movement speed thing would work better so there is no need for that part...i perfer the green +X amount of stat...If im missing something here let me know...
 
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Another thing concerning your post earlier about the stacking sounding funny...usually when a character in the rpg gets an ability they are givin it through triggers...now what happens is something like this:

CharacterA: Unlocked Energy Boost Version 1
CharacterA: Unlocked Energy Boost Version 4 which gets rid of version 1 and replaces it with versions 4 he can no longer use version 1 after that to conserve button space..
However there is one instance where CharacterA has version 4 and 5 at the same time...at which point it does NOT stack...there is another point where he has version 4 and 6 at the same time...
 
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You can have a negative and position attribute bonus but the thing is, the more detailed they are, the more settings you will have.

IDK well...if it does the movement speed as demonstrated above somewhat than there should be no issues with needing a negative attribute bonus so that would solve the issue yes?
 
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Just a pro-tip about my map...the level cap for the heros is 200...lotta power in the units at that point so +600 all stats is not OP...at the late game point anyways...but early game it is which is why version 2 and 3 MUST have a weakness...
 
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I wish their was an easier way to do this...but im having trouble of thinking of a way...Ill see...I do hate dumbing things down...i might not have a choice ):
 
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