| 12-20-2004, 11:37 PM | #1 |
I'm making a spell that will deal damage based on stats; I was wondering if there's a way for a trigger to get the primary attribute of a Hero without having to compare a crapload of unit types. Thanks in advance! |
| 12-21-2004, 01:40 AM | #2 |
If you arnt using the point value of the hero for anything you could use that. Ie. Set all str heroes to have a PV of 1, int to 2 and agil to 3 Then in your trigger check the point value of the casting hero. |
| 12-21-2004, 04:23 AM | #3 |
That's pretty much just what I didn't want to do. Other suggestions are still welcome, though. |
| 12-21-2004, 05:56 AM | #4 |
lol, it would take like 20 seconds to assign the point values in the object editor. And then another 20 seconds to write a quick loop to check point values. How much faster do you expect! |
| 12-21-2004, 09:27 AM | #5 |
you would have to make any spell you want to be based on an attribute to be triggered. this has inspired me to make a attribute based spells demo map... (goes to work) but you detect what spell is cast, then use dmg triggeres etc. |
| 12-21-2004, 11:26 AM | #6 |
Guest | If you make sure the primary attribute of your Heroes without bonuses is also their highest in value, like with all Heroes in normal game (as far as I know), you could write a function that returns their highest attribute. Like Code:
function GetHighestAttrHero takes unit hero returns integer
local integer primattr = bj_HEROSTAT_STR
if GetHeroStatBJ(bj_HEROSTAT_AGI, hero, false) > GetHeroStatBJ(bj_HEROSTAT_STR, hero, false) then
set primattr = bj_HEROSTAT_AGI
endif
if GetHeroStatBJ(bj_HEROSTAT_INT, hero, false) > GetHeroStatBJ(bj_HEROSTAT_AGI, hero, false) then
set primattr = bj_HEROSTAT_INT
endif
return primattr
endfunctionCode:
//REQUIREMENT: Primary attribute of Hero is their highest attribute without bonuses
function GetPrimAttrHero takes unit hero returns integer
return GetHighestAttrHero(hero)
endfunction |
| 12-21-2004, 04:45 PM | #7 |
@logik: Yes, I've made such triggered spells in the past. @BBDino: Oh, the values in the Object Editor? That makes more sense that custom point value :P @WorldWatcher: That's a clever idea, but the heroes of my map would have dynamic stats; they would choose them each time they level up. That's the whole purpose of this spell: to beat the crap out of those who whore their primary attribute up. Custom point values sound nice, though; I'll look into it. Thanks, guys; I appreciate it. |
