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Setting spell dmg to a variable amount

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Level 1
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Aug 17, 2004
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Hey,

I'm thinking that it's not possible in any sort of "simple" way, but I will ask anyway...

Envision shadestrike that hits a unit/hero for 100 dmg at level 1. How can I adjust that so it does: (agility attribute of warden * 3) + 50 dmg instead?

I've examined the abilities tab/object module, but it expects set numbers. So I'm gathering you'll have to use triggers. Can anyone give me a general gist of how you would do this?
 
Level 1
Joined
Aug 17, 2004
Messages
3
Hey,

Thanks for the quick reply, however, I'm still a bit confused.

Could you specify which field I should be looking at? I haven't seen anything closely resembling that of a attribute field that can be used as a modifier for another field (ie. Level 1 - Stats - Damage per target for instance)...

Thanks
 
Level 1
Joined
Aug 17, 2004
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Hey,

Ok, I think there's a slight misunderstanding.

Just to clarify:

1. Object Editor -> Abilities Tab
Select Shadow Strike ability
look at "Level 1 - Data Initial Damage"

Question is, there's no way to change THAT field, or any other field on THAT screen so that shadow strike does some VARIABLE amount of damage?

2. If NO is the answer for question 1, then I imagine I have to use a trigger, at which point, I will use what I assume to be the "hero-attribute-field" that you mentioned?

I guess my problem was, I was trying to avoid using a trigger to solve it, and if that's not possible, then that's fine, I can handle it.

Thanks
 
Level 1
Joined
Aug 14, 2004
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sorry about the late post, but it is in fact impossible to attain the same effect as using the enginearing upgrade problems, though this is tedious. because if u used a trigger to an entire aspect of its value you wouldnt be able to gain exp off of the target of the ability. so look at this info

Events
+unit starts the effect of an ability
Conditions
+ability being cast = shadestrike
Actions
//if it were damage over time
+set hp(value) of target unit of ability being cast equal to current hp of taget unit of ability being cast - (value of agility for casting unit*3) + 50
+wait x seconds+set hp(value) of target unit of ability being cast equal to current hp of taget unit of ability being cast - (value of agility for casting unit*3) + 50
+wait x seconds
etc etc, do not repeat otherwise.
 
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