| 11-09-2005, 03:35 PM | #1 |
Hi all I got problem of getting this two things to work 1. I've seen a map with some interesting skills recently that I failed to reproduce in my own map. The link to the map is here http://www.wc3sear.ch/index.php?p=Maps&ID=3284&sid= The skill damage deal to monster is based on Hero's base damage and there's also AOE type skill damage which deal damage to monster(s) based on Hero's base damage too! This kind of skills are very useful for my RPG map in the future release, but I have no knowledge of how it worked. Btw, those skills don't do damage to monsters based on Hero's attributes. As I checked last time, when I equipped a better weapon my skills damage would go higher too. 2. What's the best method to increase armor through increasing strength instead of agility without bothering BonusMod? Any help in any way is greatly appreciated ![]() |
| 11-09-2005, 09:44 PM | #2 |
1. The way I do this is by after the hero uses that ability, order him to attack the target unit(or actually any unit will work). Then make a trigger that does what you want to do in the actions, and with a condition to make sure the attacking unit was the one who used the ability. Then, make another trigger that adds the event Specific Unit Takes Damage(Entering Unit) to your other trigger every time a unit enters the map. Doing this lets you use the Damage Taken integer in your trigger. It seems like there should be an easier way to do this, since this is kind of messy, but this does work. 2.You could do this with devotion aura, but make it so it only affects self. Also, put it inside a spellbook then disable the spellbook so the player can't see the icon(if you need help with that let me know and I'll explain more). And set the level of the ability to the level of their strength each time they level up. If your heroes are getting more than 100 strength you might need to use multiple abilities, since the max ability level is 100. |
| 11-10-2005, 03:44 AM | #3 |
TO TaintedReality: Thank you for replying :) 1. I didn't get the part "Damage(Entering Unit) to your other trigger every time a unit enters the map" and "Damage Taken integer in your trigger". Do you mind explain it a little more? 2. I would love to know how to disable spell book and thank you for providing this useful devotion tip too ![]() |
| 11-11-2005, 12:50 AM | #4 |
1. Ok, well there is an event under Specific Unit Events thats is Unit Takes Damage. We need to use this because without it, you cannot figure out how much damage the hero does. However, you normally can't do this because it requires a Specific Unit(which can only be done by adding events to this Trigger from another Trigger, or selecting pre-placed units on your map.) So, you need to make another trigger that goes like this: Code:
Unit Enters Map Events: Unit - A unit enters(Playable map area) Conditions: None Actions: Trigger - Add to Unit Damaged<gen> the event (Unit-(Entering Unit) Takes damage) What this does, is every time a unit is created, it will add the event that the new unit takes damage to your spell trigger. It might not make too much sense now, but after you read the other 2 triggers you need then hopefully you'll understand ^^. Heres the second one, which detects when the unit takes damage from the hero. I'll name the spell being cast Spell and the buff that the spell gives the hero SpellBuff. Code:
Unit Damaged Events: None(but they will be added once in game through the first trigger) Conditions: ((Damage Source) has buff (SpellBuff) Equal to True (this is a boolean condition btw) Actions: Do whatever you want the spell to do here. For example, if you want the hero to deal 2 times damage, use Unit - Order (Damage Source) to damage (Triggering unit) for (Damage taken) using attack type Spells and damage type Normal. Damage Source will be your hero, and Triggering Unit is used to get the unit damaged(so your target). Since the hero already attacked them once, we add the damage he just did on that attack again, therefore doubling it. Ok, last trigger. This is used to tell when the hero actually casts the spell. Code:
Hero Casts Spell Event: Unit - A unit Starts the effect of an ability. Condition: (Ability being cast) Equal to (Spell) Action: Here you need to have a dummy unit cast a buff on the hero, and order your hero to attack the target. I will show both here. Unit - Create 1 (Dummy Unit) for (Owner of (Casting unit)) at position of Casting unit facing Default building facing degrees. Unit - Add a 1.50 second Generic expiration timer to (Last created unit) Unit - Add a 1.50 second generic expiration timer to (Last created unit) Unit - Add (Dummy Buff Spell) to (Last created unit) Unit - Set Level of (Dummy Buff Spell) for (Last created unit) to 1 Unit - Order (Last created unit) to (order string of the spell your dummy buff spell was based on) (Casting unit) Unit - Order (Casting unit) to Attack (Target unit of ability being cast) Ok, I'm not sure how much you know about dummy spells/units but ill just tell you what they are anyways =P. First, you need to make a dummy unit that uses the model none.mdl(making it invisible), has the ability Locust(making it unselectable), and has the ability Invulnerable(making it so it won't be killed before it gets the spell off). Then, you make a dummy spell that adds a buff to the target being cast for about 3 seconds, but has no actual effects. Make sure its mana cost and casting time are 0. Then, you add this spell to the dummy unit and add an expiration timer to the dummy unit so it will be removed from the map when it's finished casting. Then you set the level of the dummy spell to level 1, so it can be casted. Last, you order the dummy unit to cast the dummy spell. For example, if you base a dummy spell on the Inner Fire ability, you would put: Code:
Unit - Order (Last created unit) to (Human Priest - Inner Fire) (Casting unit) 2. This one's not as hard. What you need to do is make a spellbook ability, and make the only spell it can contain be your Defense spell. Put minimum and maximum # of spells to 1, and change the tooltips to what you need. Next, add that spellbook you created to your hero(don't add the Defense spell, it will automatically be put on when he learns the spellbook ability). Now, when your hero learns the Spellbook ability, use the trigger: Code:
Events: Hero learns your spellbook ability Conditions: None I think Actions: Player - Disable (Your Spellbook Ability) for (Owner of (Learning Hero)) |
| 11-11-2005, 08:24 PM | #5 |
Thank you TaintedReality, this is very informative and detailed as it could ever be :) I just have few more questions hopefully you won't mind ^^; 1. About damage multiplier, if I wanna set damage multiplier 1.2, 1.3, 1.4 etc... instead of 2x, 3x, 4x, how should I do that? 2. I got disable spell book to work :) Just wondering if I could get rid of buff icon when hero under aura effect (even after disabling spell ability, the buff effect will show little icon on hero). Is there any way to do it? |
| 11-11-2005, 11:00 PM | #6 |
1. Just say Damage Target for 0.2xDamage Taken. That way it adds 20% of the damage to 100% of the damage, so of course that adds up to 120% ; ). 2. I think you can just make a buff with no icon, no tooltip, and no special effect, then add that to the aura instead of the default. And btw, thanks for being clear with all your questions, it makes it a lot easier to help you =D. |
| 11-12-2005, 03:00 AM | #7 |
I'm the one who should say thank you Skill damage troubled me for a while and you saved my life ![]() |
