Hello, so starting from patch 1.31 (pre-Reforged) we've been able to modify Object Editor ability fields from within the Trigger Editor. That means we can modify the effects of an Ability at runtime and use all sorts of custom Trigger logic to expand on what's normally possible.
Here's an example of how to modify the damage of Storm Bolt to use your random values:
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SB Cast
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Events
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Unit - A unit Begins casting an ability
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Conditions
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(Ability being cast) Equal to Storm Bolt (Mountain King)
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Actions
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-------- Define the Damage per Level: --------
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-------- Level 1: --------
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Set VariableSet SB_Damage_Min[1] = 1.00
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Set VariableSet SB_Damage_Max[1] = 200.00
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-------- --------
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-------- Level 2: --------
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Set VariableSet SB_Damage_Min[2] = 100.00
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Set VariableSet SB_Damage_Max[2] = 400.00
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-------- --------
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-------- Level 3: --------
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Set VariableSet SB_Damage_Min[3] = 200.00
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Set VariableSet SB_Damage_Max[3] = 600.00
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-------- --------
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-------- Calculate a random Damage value between the Min and Max range: --------
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Set VariableSet SB_Level = (Level of (Ability being cast) for (Triggering unit))
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Set VariableSet SB_Damage_Dealt = (Random real number between SB_Damage_Min[SB_Level] and SB_Damage_Max[SB_Level])
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-------- --------
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-------- Apply this to Storm Bolt: --------
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Set VariableSet SB_Level = (SB_Level - 1)
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Ability - Set Ability: (Unit: (Triggering unit)'s Ability with Ability Code: (Ability being cast))'s Real Level Field: Damage ('Htb1') of Level: SB_Level to SB_Damage_Dealt
Notes:
1. I'm using Real (array) variables to track the damage ranges.
The [index] of the Array represents the Ability Level in this case.
2. The Action for modifying an Ability uses 0-based indexing for it's Level value. So 0 = 1, 1 = 2, 2 = 3, etc.
That's why I subtract 1 from the
SB_Level variable prior to using it in that Action.
3. Afaik, there is no Missile ability that only deals damage and nothing else. I'm using
Storm Bolt which will Stun
, even if the Duration is set to an extremely small value. Setting the Duration to 0.00 will make the Buff last forever.
4. Maybe
Acid Bomb can work by setting it's Area of Effect to 0.00 and applying a single instance of Primary Damage. You would have to adjust the "Set Ability" action to reference Acid Bomb's damage field instead. Look into tutorials on this Action + how to use Rawcodes if you're confused.
5. If you want a Missile with mechanics that you have full control over, you'll have to rely on something completely custom like this:
Relativistic Missiles v2.8 by Chopinski Introduction First of all, Credits and thanks to BPower, Dirac, and Vexorian for their missile systems at which I based this system upon, and to AGD for the help with effect orientation methods. This is a Missile system that I put together...
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