| 07-08-2003, 07:31 PM | #1 |
well the title explains it all. I would like to know if these would be editable in UMSWE4. preferably an answer from Scio, but anyone who knows could reply |
| 07-09-2003, 04:42 AM | #2 |
not until blizzard release another module for it or adds buffs into the ability editor. Currently, I cant find a way to add them in, but that may change as I dive deeper in. |
| 07-09-2003, 01:31 PM | #3 |
damn, i was afraid of that, hmm... well what about a hero skill level detection condition? cause every trigger based spell i have to make 2 triggers and a variable, and with a lot of custom spells, it gets erally ugly, really fast |
| 07-09-2003, 06:01 PM | #4 |
Can you point out, what triggers you actually use? Be specific. |
| 07-10-2003, 01:34 AM | #5 |
well i basically have to use 2 triggers -- one of which should ot be needed because these are pretty common conditions that are used (or should be) the first one basically, just adds 1 to a variable that represents the hero skill level (can be removed if there was just a simple hero level value comparison) and i have to use a variable to keep track of a hero spell level and my final spell ends up being a spell is cast event, a casted spell comparison, and then 4 if, then, else statements that go like If fireball_lvl is 1 then ....... If fireball_lvl is 2 then ....... and so on. This can be made TOTALLY EASIER and a lot more optimized with a simple hero spell level comparison. Its kinda stupid to have a variable for everyspell and it even becomes a hell of a lot more complicated when u have multiple heros with the same spell (not an DOTA type map) cause then u got like 8 variables for 1 spell. And it calls for even more new cool triggers |
| 07-11-2003, 05:58 PM | #6 |
Otherwise you would need for each level only one trigger, right. I am afraid that that is not possible, but I will try to find something like that. |
