Custom value shown in spell's descrition?

Running_dap

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Is it possible to show the custom value of a unit to a spell/abilities tooltip? If not, is it possible to show what a (integer) variable contains on a spell/ability's tooltip?
 

Samael88

Evil always finds a way
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Nope. The variable is not possible nor the custom value:(

What do you need it for?
Maybee there is a way to work around it:)
 

Running_dap

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Nope. The variable is not possible nor the custom value:(

What do you need it for?
Maybee there is a way to work around it:)

Well, i would like to create a new stat that would be called Spell Power that would increase the damage or the effectiveness of a spell by an amount of the total Spell Power of the unit. Thus, it would be nice for the unit to have "something" that would show how much spell power it has.
 

DarkSonicele

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To be honest with you, I don't think it is possible through ability tooltips in any simple way. The only way I can think of is modifying goblin upgrade and make copies of each ability equal to the maximum spellpower you can achieve.
 

Soulshadow

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Call me crazy, but it doesn't sound TOO complicated.
Create a variable called SpellPower, an integer variable.
Create a custom spell based off of... say, attribute bonus. Give this spell X levels (where X is the max spell power or if there is no max some absurd number.) Set all the bonuses to 0 so basically it's just a dummy spell.
Since you didn't tell me what the spell power was based on, let's say it's based on intelligence.
Code:
Rawrawr
    Events
        Unit - A unit Gains a level
    Conditions
    Actions
        Set SpellPower = (3 x (Intelligence of (Leveling Hero) (Exclude bonuses)))
        Unit - Set level of Spell Power  for (Leveling Hero) to (3 x (Intelligence of (Leveling Hero) (Exclude bonuses)))

No doubt, it doesn't work EXACTLY for the situation that you have, but you can either a.) give more information or b.) mold my information to suit your needs. :)
 

Running_dap

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i want the "spell power" to be a new kind of attribute. It won't be gained with levels, maybe some buffs increases it, and some items will increase spell power by x. If you're playing World of Warcraft, you might have an idea of what i'm talking about
 

Soulshadow

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Alright, well that's a little different. :) I do understand what you're saying though.

Hmmm.. I know some maps use this, such as The Black Road, so I'm not going to go so far as to say it is IMPOSSIBLE.

However, I think the way that The Black Road uses Spell Power is a little different. I believe that they have the spell power as PART of each spell's trigger. (i.e.
Code:
Rawrawr
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Firebolt (Neutral Hostile)
    Actions
        Set SpellPower = (3 x (Intelligence of (Leveling Hero) (Include bonuses)))
        Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing ((390.00 x (1.30 x (Real((Level of Firebolt (Neutral Hostile) for (Casting unit)))))) + (Real(SpellPower))) damage of attack type Spells and damage type Normal
 

Soulshadow

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-_- Eh, another pre-emptive submit.

Wasn't finished, sorry. Anyways, each spell that increases spell power has it's own seperate trigger that increases the heros spell power.
A buff spell, say, adds 1000 spell power to the variable. This still comes into play when the spell is being cast, see.
 

Running_dap

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well i don't want to know how to use it to increase the spells damage. I just want to know a nice way so that the player can see how much spell power he has in each unit.
 

Leazy

You can change this now in User CP.
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Just write for example:

Code:
[B]Name:[/B] Firebolt
[B]Description:[/B] The mage conjures a powerful bolt of fire and throws it at the enemy, dealing 150 DMG (+3 DMG per Spell Power)

Of course, you could do this with LOTS of lvls at each skill, but I think thats just to much time waste, considering it wont change to much. However, if you would like to stick with this option here is what I suggest you do:

Lets say firebolt has 10 lvls.
Then make 10 firebolt skills, each with enough lvls to fill the maximum of spell power you can have.
Then when a unit acquires an item or w/e that can increase / decrease spell power, you set lvl of your firebolt skill to the spell power x 3 or something :)
 

DiFm

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Make a dummy ability With super many Lvl's?

Set the description to:
lvl 1 = unit has 1 spell power
lvl 2 = unit has 2 spell power

etc.


then you have an integer with the units spell power. and when ever the unit gets + spell power in any kidn of way. Ex.


unit casts an ability



set spell power integer =spell power integer + x
set lvl of Spellpower for triggering unit to spell power (integer)
 

Nexor

...
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Or just make abilities triggered, and write in the description a Value, called SpellPower, like this:

Firebolt: Deals 100+(Hero Level * Spell Power) damage to target.

And make a trigger to check this Spell Power if you write in chat the word, -spellpower.
 

Samael88

Evil always finds a way
Reaction score
181
You could also display all stats in a multiboard. Just for the sake of good looks.

I atleast would not want to look in two places for my attributes.
And it is fully possible to make a separate multiboard displayable only to one player without desyncs and disconnects. Also it will be more customizable in the terms of looks:)
 

Leazy

You can change this now in User CP.
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Make a dummy ability With super many Lvl's?

Set the description to:
lvl 1 = unit has 1 spell power
lvl 2 = unit has 2 spell power

etc.


then you have an integer with the units spell power. and when ever the unit gets + spell power in any kidn of way. Ex.


unit casts an ability



set spell power integer =spell power integer + x
set lvl of Spellpower for triggering unit to spell power (integer)

Or just make abilities triggered, and write in the description a Value, called SpellPower, like this:

Firebolt: Deals 100+(Hero Level * Spell Power) damage to target.

And make a trigger to check this Spell Power if you write in chat the word, -spellpower.

That is exactly what I wrote :p
 

Nexor

...
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No, I didn't say you have to make an ability with many levels, I said you only have to increase this spellpower(with items, with levels and so on)
 

Leazy

You can change this now in User CP.
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Well, that is not really what he asked for man. And he said that again in another post in this tread.
 

Running_dap

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check the image to see what i mean.

Where "x" is what a variable called "SpellPower" contains. "SpellPower" can be increased when equiping some items, when the unit recieves some specific buff or acquires a specific skill.

I want a way to show what "spellpower" contains, on a spell's tooltip or an other "goodlooking" way.

if anyone can explain it with words then go ahead :p
 

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DiFm

New Member
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35
thats what my way would have shown if you talking about the image. it would take some time but instead of the X it would show the actual spellpower of the unit.

I dunno if its preset that all footmen have 4 spellpower or if it increases or anything but it would show it anyway.
 
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