Gosts would work fine
Yeah, his method works just peachy
Except, it doesn't have levels, and you would need to set the damage of the level in the Object Editor to 0.00
After that, You could just add either If/Thens or change the equation in the trigger
By the way, if you have never used triggers before, you know about .4% of the World Editor's capabilities
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For your first question, I *think* you mean when something happens in the game, how can I make the spell do more damage then before?
You need to use triggering, this one could be done in many ways
What I would do, is create a Real variable, and name whatever you want, next I would add it into your equation, *equation + Realvariable*
Leave it at 0.00 or default
Now, you need to learn more about triggers, but basically you will need to do the event/something happening, and just change the Real variable to whatever you want the new damage to be
Let's say a unit picks up an item:
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Spell Damage
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Events
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Unit - A unit Starts the effect of an ability
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Conditions
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(Ability being cast) Equal to My Spell
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Actions
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Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing (40.00 + (((Real((Level of My Spell for (Casting unit)))) x (Real((Intelligence of (Casting unit) (Include bonuses))))) + ExtraDamage)) damage of attack type Spells and damage type Enhanced
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Gets an Item
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Events
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Unit - A unit Acquires an item
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Conditions
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(Item-type of (Item being manipulated)) Equal to MyCustomItem
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Actions
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Loses an Item
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Events
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Unit - A unit Loses an item
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Conditions
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(Item-type of (Item being manipulated)) Equal to MyCustomItem
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Actions
This is an extremely crude and simple way to add the damage
If you'd like to do it with any hero, you would probably need to use arrays, and loops
I would use the item custom value instead of interger loops