• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

How to make an attack damage based spell

Status
Not open for further replies.
Only feasible way is to store damage done using a damage detection system, but that would be highly inaccurate, as it doesn't account for the unit's armor... ;S other way would be to calculate it yourself, by adding the damage gained from the hero's base damage, plus the damage given from items... which you have to trigger to detect manually. And of course, this would mean no tomes... or spells that increase damage... unless you would like to account for that yourself...

tl;dr: Not worth the effort. Unless you want to do a triggered critical strike.

EDIT: Or you could use the above user's link, but it's still alot of work if you want to account for damage from items and spells :S
 
Level 6
Joined
Nov 24, 2012
Messages
218
It's a bit complicated.
I suggest you make the spell's damage based on Hero's main attribute stat.
Otherwise, here are a few possibilities.
1. Use triggers to account for the Hero's main attribute (each point is +1 dmg), and damage range (base damage + die/sides per die), and items (+dmg ones). edit: rulerofiron gave a system that inputs all of these, that would be ur best bet.
2. Damage system and save Hero's most recent attack dmg and deal that in spell (this would be exploitable if Hero has critical strike,
edit: oh yeah different armor units too)
 
Status
Not open for further replies.
Top