Changing Raw Data in GUI; is it possible?

Griffen25

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Hello, I was wondering if it was possible to change the raw data you see in the object editor by pressing CTRL + D by using a trigger. Ie I wanted to random a number between 1 & 10 and cause a firebolt to do that amount of damage. P.S. I have absolutely no experience with JASS, so well intentioned comments will likely be wasted on me. =[

Thanks.
 

Accname

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you cannot change that anyhow ingame.

however you can just create a triggered custom ability which does your effect.
 

N(O.O)B

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Q: What parts of an ability can I change?
A: You can change targets, graphics, sound, damage, unit ids, range, levels, and other similar values. You cannot change the basic logic of the spell through the spell editor. You need to use triggers to change spell logic.



For example you could:

Change Bloodlust to decrease unit speed.
Make Starfall a unit ability.
Make Raise Dead summon 1 zombie.

However you could not (without triggers):

Add a stun effect to Mana Burn.
Make Death Coil area of effect.
Make an aura that turns units into sheep.
You can, however, achieve a similar effect using triggers. If you wanted to achieve an effect such as you asked for, you will only have to create a simple trigger:
Trigger:
  • Firebolt
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Firebolt
    • Actions
      • Unit - Cause (Triggering unit) to damage (Target unit of ability being cast), dealing (Random real number between 1.00 and 10.00) damage of attack type Spells and damage type Normal
 

Accname

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this wont work out very well.

firebolt is a missle and your trigger is dealing damage the moment it is casted not the moment the missle is hitting its target.

the enemy will get damaged far too early.
 

N(O.O)B

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this wont work out very well.

firebolt is a missle and your trigger is dealing damage the moment it is casted not the moment the missle is hitting its target.

the enemy will get damaged far too early.

This is not true, he will get damaged when the bolt hits the target. I used the "Finishes Casting an Ability", not "Starts the Effect of an Ability". Any bolt spell (at least, storm bolt) "finishes" after the bolt hits the target, and "starts" when the bolt is unleashed. Test it ;)
 

Griffen25

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This is not true, he will get damaged when the bolt hits the target. I used the "Finishes Casting an Ability", not "Starts the Effect of an Ability". Any bolt spell (at least, storm bolt) "finishes" after the bolt hits the target, and "starts" when the bolt is unleashed. Test it ;)

Ohh I didn't know that, I had the same fear as mentioned before, I didn't want the damage to occur like 2 sec before the spell hits. particularly because the spell is being launched from about 10,000 range away.

Will test it and let you know how it goes

EDIT: Tested with firebolt and it didnt work. I'll try with stormbolt.

EDIT: Tested with stormbolt and it didnt work.

Trigger:
  • Firebolt Random Damage
    • Events
      • Unit - A unit Finishes casting an ability
    • Conditions
      • (Ability being cast) Equal to Storm Bolt EDIT!
    • Actions
      • Special Effect - Create a special effect at (Position of Survivors_Unit_Array[1]) using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
      • Special Effect - Destroy (Last created special effect)
      • Game - Display to (All players) for 0.01 seconds the text: NOW~~!!


I could see the "NOW~!!" text pop up after about 1 second, whereas the stormbolt missile took around 3-4 seconds to hit.
 

Rllulium

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Have your trigger measure the distance between the caster and his target, then add a wait before the damage based on the distance and the projectile speed of the spell. That will make the bolt deal damage once it has traveled the original distance, which will only look weird if the target moves a long distance before it get hit by the bolt.

Better however; If you have access to a Damage Detection system you can set the object editor damage to 0 and let the damage trigger fire on an Any Unit Takes Damage Event.
 

Griffen25

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too much hassel over a little reward, and since I dont have a damage detection system (and no intention of installing one), I think i am going to give this one a miss. thanks anyways
 

cryowraith

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Or you could use a dummy ability. Create 10 firebolts spell with 1 to 10 damage each, then when your unit uses the dummy spell, set the dummy's firebolt level to the random integer and use that to cast firebolt. Gets messy when your random damage gets too high though.
 

canons200

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if you want the timing excatly the minutes firebolt hit, use trigger and create a moving unit(ur firebolt missile) and move that unit to tha target unit of ability being cast, the minutes your moving unit reach targeted unit, cause damage to him.
 
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