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Actively changing spells

07-29-2006, 01:16 PM#1
Wyvernoid
In my little map I added a Critical Strike to every hero, and what I want to do is to make the chance to do CrSt actively change corresponding to one of the hero's attributes (strength, for example).
How could it be? That is, could spell parameters be actively changed by trigger? [Note that I don't want to make 100 CrSt Abilities =P]
07-29-2006, 01:24 PM#2
Jazradel
Make a lot of abilities. Unfortunately.
07-29-2006, 01:24 PM#3
Mezzer
You could change the levels of that ability via triggers easily, would that suffice?
07-29-2006, 01:28 PM#4
blu_da_noob
Trigger it with attack detection (can be found in the resources section).
07-29-2006, 01:28 PM#5
Wyvernoid
Thx Mezzer... I got the same answer from Thunder_eye on wc3sear.ch as you.
Though... 100 levels! ^_^ Gonna test if WC3 supports. Anyway thanks again!
07-29-2006, 01:36 PM#6
Mezzer
Use the auto fill levels option for the chance, makes your life easier
07-30-2006, 02:27 AM#7
Wyvernoid
Well I found that when I set some 100-level abilities it took me forever to load the map. How could it be optimized?
07-30-2006, 02:42 AM#8
sheep.spirit
10 different 10 leveled abilities, use trigger to add to different strength heros and set level.
07-30-2006, 02:55 AM#9
Wyvernoid
Changed... maybe it's faster now... maybe still slow... In fact I noticed no change.
07-30-2006, 09:12 AM#10
Mezzer
When you're done with the map, save a copy and use Vex's optimizer (you can't edit after optimizing really), that should help a lot
07-30-2006, 10:07 AM#11
Captain Griffen
One hundred leveled ability should load faster than ten ten leveled abilities. Just bit the bullet, attack detection systems are faulty and will not give correct info.