Hey guys, I wanted to know if there are any limits with spell creation via the data editor. Like for example, if I make custom attributes for a hero in an rpg, and make the spells based on those attributes (lets say spell deals damage equal to 2.5 x the strength of the hero) would that still be doable in the data editor, or does this require triggers?
Yes and no. It's easy to modify incoming and outgoing damage so long as you're multiplying/adding the damage by a static value (ie: Amount * 2.5) but INCREDIBLY difficult if you're modifying the final amount to be dealt with an expression or a changing non-static value.
Exampe: Having all range and melee damage reduced by x/(x+100); where x is the target's resistance attribute (custom attribute). Matter of fact, modifying incoming damage in-general is ridiculously complicating. Or at least it's very obscure as to how you're supposed to go about it.
If you discover any cool tricks for doing this, let me know!
Exampe: Having all range and melee damage reduced by x/(x+100); where x is the target's resistance attribute (custom attribute). Matter of fact, modifying incoming damage in-general is ridiculously complicating. Or at least it's very obscure as to how you're supposed to go about it.
It's not that complicated. You create a buff behavior and adjust the Damage Response to modify the incoming damage value. Limited, yes, highly so.
To answer the OP, the data editor has some hard limits to it, but it's also quite flexible. For example, if you want each point in an attribute to increase spell damage by a %, or by a fixed amount, or both, you can do that. But if you want it to increase quadratically, you're out of luck and will need to use triggers as a workaround, because there's no way of entering equations in the data editor.
Because you can't enter equations in the data editor, it's a little tricky using attributes for value calculations. You can't for example specify you want the damage to be the hero's strength * 2.5, but you could set the base damage to 2.5 and then make each point of the Strength attribute increase spell damage done by 100%. Unfortunately there are only four damage types to work with (ranged, melee, spell, and splash) so if you're creating many abilities you start to run against limitations.
The best advice I can give is to work within the limitations of the data editor. Find a more easily implemented way of scaling damage, for example.
Hey guys, I wanted to know if there are any limits with spell creation via the data editor. Like for example, if I make custom attributes for a hero in an rpg, and make the spells based on those attributes (lets say spell deals damage equal to 2.5 x the strength of the hero) would that still be doable in the data editor, or does this require triggers?
Attributes can modify spell damage.
Some restrictions apply however.
@GurkenKinG: Go
Yes and no. It's easy to modify incoming and outgoing damage so long as you're multiplying/adding the damage by a static value (ie: Amount * 2.5) but INCREDIBLY difficult if you're modifying the final amount to be dealt with an expression or a changing non-static value.
Exampe: Having all range and melee damage reduced by x/(x+100); where x is the target's resistance attribute (custom attribute). Matter of fact, modifying incoming damage in-general is ridiculously complicating. Or at least it's very obscure as to how you're supposed to go about it.
If you discover any cool tricks for doing this, let me know!
It's not that complicated. You create a buff behavior and adjust the Damage Response to modify the incoming damage value. Limited, yes, highly so.
To answer the OP, the data editor has some hard limits to it, but it's also quite flexible. For example, if you want each point in an attribute to increase spell damage by a %, or by a fixed amount, or both, you can do that. But if you want it to increase quadratically, you're out of luck and will need to use triggers as a workaround, because there's no way of entering equations in the data editor.
Because you can't enter equations in the data editor, it's a little tricky using attributes for value calculations. You can't for example specify you want the damage to be the hero's strength * 2.5, but you could set the base damage to 2.5 and then make each point of the Strength attribute increase spell damage done by 100%. Unfortunately there are only four damage types to work with (ranged, melee, spell, and splash) so if you're creating many abilities you start to run against limitations.
The best advice I can give is to work within the limitations of the data editor. Find a more easily implemented way of scaling damage, for example.