i'm not sure if i understand you...
maybe in the ability option set more levels and different damages for every level, or something..?
Have a look at a Necromancer, and the upgrade Skeletal Mastery that upgrades his Raise Dead ability.
I understand what your saying. Like in pudge wars everyone starts with the same spell but then you buy "Enhancements" on the spell so that it goes, faster/farther/moredmg/splash or what ever.
Well what is certain is that the trigger must be completely triggered or else you would have to make a new ability for ever combination of enhancement.
You could use a format like this.
Unit - Starts the effect of an ability
Conditions - Ability being cast = (my ability)
Actions -
Let me take pudges hook for example
the trigger would say somthing like
Every 0.03 seconds move unit X to position of X offset by 1 in the direction of (BLAH).
You could ajust this to do the following
Every 0.03 seconds move unit X to position of X offset by 1*(Level of Upgrade(YOURUPGRADE) for Owner of Casting Unit) in the direction of (BLAH).
That way each level of upgrade will increase the length of the hook. As you can see it requires lots of coding to add in every upgrade into the spells triggers. Idealy you also want it to be MUI or at least MPI and has no leaks.
......hmmm idk if i get it, can you take glaive masters for example?
Techtree - Requirements <INSERT UPGRADE REQUIRED HERE>
Techtree - Requirements <INSERT UPGRADE REQUIRED HERE>
such as in Glaive Masters, or warlocks, or maybe even pudge wars.
Ive looked through a lot of stuff, and even have asked the dude who made Glaive Masters, and he said go to a forum as its hard to explain..... so here i am.
I believe that warlocks uses 1 upgrade for each kill, then multiple upgrades to make it stronger.
Trigger
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Tome of Experience
Actions
Set Damage[(Player number of (Owner of (Hero manipulating item)))] = (Damage[(Player number of (Owner of (Hero manipulating item)))] + 5)
hhmmmm ok if i can find one more thing out i can do it.....
now i need the variable damage to replace the damage of ability x
hhmmmm ok if i can find one more thing out i can do it.....
now i need the variable damage to replace the damage of ability x
Event - Unit starts the effect of an ability
Conditions - Ability = my ability
Actions - Unit - Cause castingUnit to damage TargetUnitOfAbilityBeingCast for [I][B]variable damage[/B][/I] of attack type Chaos and (other thing) Normal.
Code:Event - Unit starts the effect of an ability Conditions - Ability = my ability Actions - Unit - Cause castingUnit to damage TargetUnitOfAbilityBeingCast for [I][B]variable damage[/B][/I] of attack type Chaos and (other thing) Normal.