How to make a 4 leveled ability?

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Jul 12, 2008
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As the title says, I want to make an ability that has 4 levels and then upgrade it like in warcraft III... For example:
Level 1(Ability) - Level 1(Hero)
Level 2(Ability) - Level 3(Hero)
Level 3(Ability) - Level 5(Hero)
Level 4(Ability) - Level 7(Hero)
I want to make something similar like an AoS map... Trying to learn the basics but they're so darn harder than Wc3 world editor. Blizzard needs to improve this editor. Thank god this is only a beta... If someone knows please tell me
 
Level 2
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Mar 19, 2008
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To give multiple levels to a level you have to add multiple values in the fields
Like say the cooldowns you have cooldown of 1 if you add another cooldown of .5 then the spell will have 2 levels you will have to make all the levels of the spell have values inputted cuz issue can occur
then when it comes to making it so they require every other level you have to use requirements or validators I forget
 
Level 7
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Variables

Can someone explain how to use a variable from 1 trigger to the other...
I want to do this:

Knockback(Passive)
Events
Unit - Any Unit takes Fatal or Non-Fatal Any damage (from Any effects)
Local Variables
Caster_Point = (Position of (Damaging unit)) <Point (Constant)>
Target_Point = (Position of (Triggering unit)) <Point (Constant)>
Offset = ((Distance between Caster_Point and Target_Point) + 5.0) <Real (Constant)>
Angle = (Angle from Caster_Point to Target_Point) <Real (Constant)>
Conditions
(Unit type of (Damaging unit)) == Zeratul
Actions

Knockbackback timer
Events
Timer - Every 0.04 seconds of Real Time
Local Variables
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Caster_Point offset by Offset towards Angle degrees) (No Blend)

How can this exist? I can't use the first variables set in the first trigger to the second trigger... Help please?
 

Dr Super Good

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Level 64
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Jan 18, 2005
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Sorry but that trigger is pointless as the data editor alone can probably make that entire spell.

For knockback use the force ability. You can use offsets and conditions on effects. What you are after is altering the weapon effect (the effect the attack uses). On that you can do all kinds of stuff making for example a knockback on attack effect, or atleast should in theory.

Basically you are after a branching effect firstly (one with multiple effects carried out at the same time). This does you damage then activates you basic knockback effect.
You are then after the basic knockback effect getting the points in order so the correct knockback occurs via offsets and this inturn carries out a perodic effect.
On this perodic effect you are after setting the duration and itterations so that the duration of the knockback is correctly obtained. The perodic effect uses is the knockback.
The knockback is nothing more than a force effect (yes force is the key word here for movement) which you adjust so that the realitive points used are from the right effects. Note the behaviour requires a from point and the effect has to be used on units, you can not give it a from unit, but instead use a from location (which is the location of the from unit).
 
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