This is a question I'd love to see answered, too. Making direct damage abilities that are based off of hero stats or level would be the answer to all of the conceptual problems I'm having with the game I'm making. If anyone knows a way to do it, do tell.
One theory I've been toying with is seeing if abilities can have variable references instead of constant numbers. You know, like variables in text tooltips. If you could set an abilities damage to be based on a trigger variable... imagine the possibilities.
Okay, idea here. What if you barely used the Object Editor for defining your abilities at all? What if you just used triggers for each effect? Wouldn't that add much more control over, among other things, how much damage a move does?
Using this, couldn't you make it so that every time someone cast, say, Storm Bolt (the actual damage of the move would be set to zero) you could then create a variable that sets itself as 10 times the Strength of the hero. Whenever the Storm Bolt finishes casting, do (that variable) amount of damage to the target.
I think this could work, but one question: would this method of operating create too much lag? Would it bog down the loading speed of the map, as well? I've never made a map with enough complexity to actually make my computer try hard, so I wouldn't know.
sounds great.. i couldnt test it 2.. but the reasons are exactly the oposite, my pc lag every way so i couldnt.. anyway.. ill make some testing and trye 2 figure out.. cuz its the key of my map 2... i also want 2 know if there's a way for an item 2 increase the dmg of the spell.. but if i can make it based on int then i can easilly make an item that increases the int so its done.. ty for the helping and lets trye 2 figure this out!!
I don't think I'm dealing with quite the same pressures though, at the very least its a significantly smaller system. For the time being I'm just going to put together a quick scrubby box though and hope it works good enough to not make my house toxic
I do know this - xenforo dropped the ball by not keeping the vbulletin reputation comments as a feature. The loss of the Reputation comments data when we switched to Xenforo really was the death knell for the site when it came to all the users that left. I know I missed it so much and I got way less interested in the site when that feature was gone and I run the site.