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Spell crit

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Level 4
Joined
Jul 18, 2008
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73
Hi,
I`ve seen physical damage crit., but i was wondering can you make your spell do criticals?

ps. how can i increase spell damage

ps2. how can i improve healing
 
Level 10
Joined
Jun 21, 2007
Messages
643
These are all really simple things :)

To display the damage a spell does you cannot use critical strike per-sae, you can however emulate it using a simple trigger.

I haven't got WE with me atm but it'd be along the lines of

  • Events:
  • Detect a spell based attack
  • Conditions:
  • Something about getting a spell thingy I'm sure
  • Actions:
  • Create Some Floating Text with a substring including the damage dealt
  • make it timed life
Ps Goto the Object Editor

In there are all the properties of the spells, find the one you wantr and goto stats) damage and change it to whatever you like :)

Pss Same goes for healing.

If somoene could write up that trigger properly that'd be good.

Regards,
MadCD:infl_thumbs_up:
 
Level 4
Joined
Jul 18, 2008
Messages
73
no dude

thats not what i meant

ex : i have spell that does 20 damage and i pick up item[ + 10 spell dmg ]

so now this spell should do 30 damage (same for healings)

--------------------------------

dammit my english sux
 
Level 10
Joined
Jun 21, 2007
Messages
643
Still simple but I'll have to think of something, maybe either increasing damage/healing at runtime

E.g. capture the result of the ability adn add damage/healing if they have an item, or dunno that'll do xD.. I'm tired.
 
Level 2
Joined
Jul 12, 2008
Messages
34
Well, its not very hard. Lets say you got Storm Bolt, for example. Just make a second Storm Bolt but the editor name should be something that will distinguish it from the basic spell. Leave the basic Storm Bolt as is, but change the powered up Storm Bolt by increasing its damage for each level.
Now use this trigger
  • Powered Storm Bolt
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • <Your Hero> has an item of type Storm Bolt Powerup Equal to True
        • Then - Actions
          • Unit - Remove Storm Bolt(Basic) from <Your Hero>
          • Wait 0.01 game-time seconds
          • Unit - Add Storm Bolt(powered) to <Your Hero>
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • <Your Hero> has an item of type Storm Bolt Powerup Equal to False
            • Then - Actions
              • Unit - Remove Storm Bolt(Basic) from <Your Hero>
              • Wait 0.01 game-time seconds
              • Unit - Add Storm Bolt(powered) to <Your Hero>
            • Else - Actions
If your spells have more than one level, create a variable that will show what level the basic/powered spell level is and then just use Set Level Of Ability For Unit based on the variable.
 
Level 17
Joined
May 6, 2008
Messages
1,598
Lets say there is 50 other items that gives spellpower, it would just be wrong to make every single item in the condition.
 
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