| 04-05-2006, 07:25 AM | #1 |
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: 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 |
You need to change "Finishes" into "Starts the effect of an ability" |
| 04-05-2006, 08:02 AM | #3 | |
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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 |
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 |
And the damage types do actually matter, change to magic for spells. |
| 04-06-2006, 09:57 PM | #6 | ||
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To do this get the distance between the caster and the target, then divide that by the projectile speed. Quote:
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 | ||
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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 | |
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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 | |
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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 |
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. |
