Let me get this straight...

  • Thread starter Thread starter [S]hifty
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[S]hifty

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So to make say a spell like Curse, work , except differently like instead of a 10% miss on the enemy i can make it 50 % i would have to use triggers?!!

Say i want to do that.. can someone help me out, this is my first custom spell im gonna try and make, but its not for a hero, its for a neutrall hostile unite, which si gonna be owned by the computer, but i want it to have a spell and have that monster, i call it a "Elder Reedshark", i want that Elder Reedshark to cast the spell on enemies its fighting. im guessing that parts auto but .... how would i start the spell?

Any help would be awsome :D
 
The percentage should be able to be changed in the object editor.
 
Hmm, how would i go about changing the percent then? Cuz all isee is this funky stuff in discription, like cast%||afsljdfsa1 on blah blah, lol.

And whats all those funky stuff under the like tooltip discription mean , like something like this "|adsfj F|rar Seer"?
 
those "funky stuff" are just for the color

you know how 1 letter is highlited in yelw.. well thats it..
I don't think you can change the % in object editor..
You would have to use triggers
 
Those are for colors and stuff.

And modify the stats fields, not the tooltip fields.

Edit: Clearly, neither of you have looked very hard in the Object Editor. Curse has ONE field in the Data category. Guess what it is: "Chance to Miss."
 
Yup i found it :P thanks for the help.

Question though, what kind of spell would you ever need to use triggers for? Isn't the data field there for a reason? Are the triggers just to make the spell look fancy?

Could someeon give me an example im still confused as to what triggers and spells have to do with each other, maybe a spell already out there someone coudl show me the triggers for, just so i have an idea. I read the tutorial for free triggers thats stickied but those don't make sence im still confused as to what they do together.. lol.
 
Sargon said:
Edit: Clearly, neither of you have looked very hard in the Object Editor. Curse has ONE field in the Data category. Guess what it is: "Chance to Miss."

just trying to help without having WE open. :)
 
I have another problem, besides the ones on top that still havn't been answered...

How come whenver i make my hero, he always has like 800 health and stuff, and i set him to level 1, i wnat him to have 350 health, and i put that in max hitpoints, but i think his starting strength and what not are effecting his total life and armor and everything, but i don't know why because his an agility based hero and has 17 strenght only but has a total of like 800+ life, what am id oing wrong?

Gah :( I jsut want my hero to have like 350 life, starting but hes starting out with like 800+ i did give him stat points, is that the thing im doing wrong? PLZ HELp1!!!!1!!
 
well 350, then 17*25=850 so 350 + 425 thats 775 HP at the start... i reccomend decreasing the starting STR and the starting HP to low maybe even negative (if thats possible). And krakka please dont say that you cant do something in the editor when you havent checked...
 
Isn't it 25 hit points per strength point? Anyway, just set his max HP really low. The strength will then make up for it. If you need to, you can set his initial strength lower, too.
 
There is also an entry in Gameplay Constants that allows you to modify how many health points you get per strength point.
 
As for the triggers'n'spells question, you may base your custom ability from existing ones whenever it's possible.
Use triggers only when you want to do something no other ability can do, like stacking two normal abilities, have a passive ability to be activable or make some cool looking lightning effects.
 
[S]hifty said:
So to make say a spell like Curse, work , except differently like instead of a 10% miss on the enemy i can make it 50 % i would have to use triggers?!!

Say i want to do that.. can someone help me out, this is my first custom spell im gonna try and make, but its not for a hero, its for a neutrall hostile unite, which si gonna be owned by the computer, but i want it to have a spell and have that monster, i call it a "Elder Reedshark", i want that Elder Reedshark to cast the spell on enemies its fighting. im guessing that parts auto but .... how would i start the spell?

Any help would be awsome :D

There already is an ability curse, change the field "Chance to miss" or whatever to .50 or 50 (If it says .1 then change to .5 if it says 10 then change to 50) it would probrably be .5 but anyways im sure it already exists go to ability editor and press CTRL F and type curse and do ^ that stuff... unless u got roc roc has no ability editor does it... lol
 
Rad said:
There already is an ability curse, change the field "Chance to miss" or whatever to .50 or 50 (If it says .1 then change to .5 if it says 10 then change to 50) it would probrably be .5 but anyways im sure it already exists go to ability editor and press CTRL F and type curse and do ^ that stuff... unless u got roc roc has no ability editor does it... lol
Little slow. :P

Yeah, it'd be nice to be able to do anything in the ability editor, but you can't add Data fields to an ability, you have to use the ones that are already there. :)
 
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