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04-05-2006, 07:25 AM#1
Ares_WarBlade
In my RPG I'm getting to the phase where I really need to add abilities to the game and I've been putting it off because I don't even know where to start. I have all the abilities planned out and written down but the problem is I don't know how to go about triggering it. I want to have the power of an ability be dictated by the stats of the casting hero. I thought it might be simple but tonight I came to a grim realization as I tried this:

I created an ability, I made storm bolt but made it do 0 damage, was going to have the damage dictated by triggers. I created this trigger:

Trigger:
Collapse Events
Unit - A unit Finishes casting an ability
Collapse Conditions
(Ability being cast) Equal to Fireball (Test)
Collapse Actions
Unit - Cause (Casting unit) to damage (Target unit of ability cast), dealing 25.00 damage of attack type Spells and damage type Fire

To my dismay this didn't do any damage to the target whatsoever. Is there a seperate function for target of last cast ability?
04-05-2006, 07:56 AM#2
vile
You need to change "Finishes" into "Starts the effect of an ability"
04-05-2006, 08:02 AM#3
Ares_WarBlade
Quote:
Originally Posted by vile
You need to change "Finishes" into "Starts the effect of an ability"
That did the trick, thanks!

However I seem to have come across a minor annoyance now more than a problem. The damage seems to take place before the fireball even hits. Is there a way to change this?

Oh, and what's with the Damage Types? Is that just for trigger purposes or do they all actually do different things? (Not talking about attack types, talking about like the names of elements, abilities and other strange things)
04-06-2006, 01:09 PM#4
Thunder_Eye
You need to add a wait for how long it takes the projectile to go from the caster to the target.
04-06-2006, 07:46 PM#5
Mezzer
And the damage types do actually matter, change to magic for spells.
04-06-2006, 09:57 PM#6
TaintedReality
Quote:
You need to add a wait for how long it takes the projectile to go from the caster to the target.

To do this get the distance between the caster and the target, then divide that by the projectile speed.

Quote:
And the damage types do actually matter, change to magic for spells.

By that he means, damage types are actually only read as either Magic, Physical, or Universal. All those other types, like Fire, just set the damage type to one of those 3. I'm not sure if Fire is Physical or Magic..but better to just set it to Magic since it's a spell.
04-07-2006, 06:07 AM#7
Ares_WarBlade
Quote:
Originally Posted by TaintedReality
To do this get the distance between the caster and the target, then divide that by the projectile speed.
Yeah, I tried that but it just wasn't working, so I took a look at how Vex did Muradin's Stormbolt in the caster system then changed it to work for what I need.

Quote:
Originally Posted by TaintedReality
By that he means, damage types are actually only read as either Magic, Physical, or Universal. All those other types, like Fire, just set the damage type to one of those 3. I'm not sure if Fire is Physical or Magic..but better to just set it to Magic since it's a spell.

I think you're right, better to just save it as a magic for now, if I want to make the magic system more complicated later I'll just do some expirementing.
04-08-2006, 12:00 AM#8
paidan_fain
Quote:
Originally Posted by Mezzer
And the damage types do actually matter, change to magic for spells.


Well, the problem with that is if the target moves, he will take damage when the time ends, not when the target hits. Instead, base it off of shadowstrike and when the target gets the shadow strike buff, deal the damage.
04-08-2006, 12:22 AM#9
shadow1500
Quote:
Originally Posted by paidan_fain
Well, the problem with that is if the target moves, he will take damage when the time ends, not when the target hits. Instead, base it off of shadowstrike and when the target gets the shadow strike buff, deal the damage.
if two people cast the spell at the same time, the damage will be applied once (if you remove the buff)
if you dont remove the buff, then the second cast will deal damage right after the spell was cast.
04-08-2006, 01:12 AM#10
Ares_WarBlade
Well it's working fine now since I made the target, caster and air time all variables, before I had done that it just wasn't doing any damage. Now maybe within a split second of the bolt hitting the target the unit takes damage. Only problem is abilities like Spell shield, but I think I know how to make an if statement in the actions that will cancel the damage if it goes off from the spell.

Now I'm looking at how someone did a trigger enhanced Shockwave, and it seems a bit more complicated.

Curse all the actual spells in my RPG being stat dependent for damage.

Er, I can't seem to get this working right, anyone know how to apply the damage of a shockwave manually with triggers? I need to make the damage rely on hero stats.