+stats = +damage

aralite

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Okay, so i see in some maps like dota, that some of the spells do more damage the more agility you have, or it does damage per agility. How do you do this? i have a map that im working on right now that has a good 20 classes that dont have this, would it be really hard to implement this to all of them?
 

Rainther

I guess I should write something of value here...
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Command Aura and Trueshot Aura. ;)

Just modify either one. You can make it only affect "self" if you want.
 

aralite

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I have that on some instances. but thats just a flat bonus, i want all of the abilitys for an agility character to get increased the more agility items he has.
 

Rainther

I guess I should write something of value here...
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Are we talking about damage? Then you'd have to trigger it with a value based of the caster's stat.s
 

Sgqvur

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In that case you have to trigger every spell.

And you have to use in them for the damage part

Unit - Damage Unit with points of Agility * 10 with damage type chaos etc.

So if agility is 10 the damage would be 100 right?
and maybe if the level of the ability is 2
the 10 becomes 20 or something other formulas you can come up with.
 

aralite

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In that case you have to trigger every spell.

And you have to use in them for the damage part

Unit - Damage Unit with points of Agility * 10 with damage type chaos etc.

So if agility is 10 the damage would be 100 right?
and maybe if the level of the ability is 2
the 10 becomes 20 or something other formulas you can come up with.

if that was the case then id do it only for the ultimates...is there any way you should show me like a test spell trigger with what you said above in it? i can take it from there, just give me a base trigger
 

Archideas

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I can give you an example of a triggered spell that does more damage the more Strength the heroes has. I'm making a customized Earthquake that damages nearby enemy units based on Channel.

Trigger:
  • Events
    • Unit - A unit Begins channeling an ability
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • (Ability being cast) Equal to Earthquake
      • Then - Actions
        • Set TempPoint = (Position of Caster)
        • Unit - Create 1 Earthquake Dummy for (Owner of Casting unit) at TempPoint facing Default building facing degrees
        • Set Dummy = (Last created unit)
        • Unit - Add a 6.00 second Generic expiration timer to Dummy
        • For each (Integer A) from 1 to 5, do (Actions)
          • Loop - Actions
            • Wait 1.00 seconds
            • Unit Group - Pick every unit in (Units within 275.00 of (Position of Casting unit)) and do (Actions)
              • Loop - Actions
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • And - All (Conditions) are true
                      • Conditions
                        • ((Owner of (Picked unit)) is an enemy of (Owner of Casting unit)) Equal to True
                        • ((Picked unit) is A ground unit) Equal to True
                      • Then - Actions
                        • Unit - Cause Caster to damage (Picked unit), dealing ((Real((Strength of (Casting unit) (Include bonuses))) x 1.50) damage of attack type Spells and damage type Normal
                      • Else - Actions
        • Custom script: call RemoveLocation( udg_TempPoint )


Now that's just a quick spell I made. Let's say the casting hero has 50 strength, and every 1 second he'll deal 50 x 1.5 damage to nearby enemy units, meaning 75 damage. And if he has bonuses, it'll add to the damage.

*EDIT*

The Dummy is basically an untouchable Earthquake effect so it doesn't look so bland when used.
 

Archideas

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I do believe so. You'll easily customize the damage by going into the Unit - Cause trigger. It'll look like this:

Cause Casting unit to damage Picked unit, dealing ((Real((Strength of Casting unit) (Include Bonuses))) x 1.50) damage of attack type Spells and damage type Normal

If that made any sense to you. :p
 

aralite

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ill deffinatly give that a shot, right now im trying to figure out how to make a unit deal extra damage when it attacks from behind, the ability is called backstab :p
EDIT: oh, can this work on heals with int?
 

Archideas

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Eh, most likely, yeah. I have no idea how, though. I've never bothered to try it out. I'd be happy to learn how to do it as well. :p
 

aralite

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oh, and i cant seem to find the whole real thing >.> where exactly is it? i get to here
Trigger:
  • Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing (1.00 x 1.50) damage of attack type Spells and damage type Normal
 

Archideas

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First function is: Arithmetic
The first (string?) is: Conversion - Convert Integer to Real
Second is: X (*)
Third is: Value (Whatever you want)

Under the first string with Conversion, check for Hero - Hero Attribute
 

Rainther

I guess I should write something of value here...
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We have several already answered issues of the Backstab ability, try searching for them. And to heal I guess it is as simple as dealing - in damage. (-100 for instance)
 

aralite

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awesome, thanks so much! one more thing, can you tell me exactly what the include bonus's mean?
 

Archideas

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By Include bonuses it means that if your hero has +30 Strength, it will add 30 x 1.5 damage to the Earthquake spell.
 

Rainther

I guess I should write something of value here...
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I'm rather sure it means gained from the stats ability and items, while not included only based on the heroes primary stats (no in green text).

If your hero had 50str and then an item that granted 25str included would give 75 and not 50.
 

aralite

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First function is: Arithmetic
The first (string?) is: Conversion - Convert Integer to Real
Second is: X (*)
Third is: Value (Whatever you want)

Under the first string with Conversion, check for Hero - Hero Attribute

its not working -.-
Trigger:
  • Test1
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Stre bolt
    • Actions
      • Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing ((Real((Strength of (Casting unit) (Include bonuses)))) x 10.00) damage of attack type Magic and damage type Normal
 

X.Terror.X

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the include bonus is like you got agility 20+ 4 [often it are items the +4 is standing in green]

so if u got slipper of aglity u got +3 agility from items


edit* sorry watching wrong post it had new page [dumb]
 

Archideas

Active Member
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Hmm... perhaps try and save the units in a variable?

*EDIT*

Or try using Starts the effect on an ability instead of Begins casting an ability as Event?
 
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