Is there any way to scale the damage dealt by an ability as they do in LoL? Because increasing the percentage of damage dealt by each individual ability seems a lot more balanced.
Example:
Ability 1:
Damage: 100 + (ability power*0.75)
Ability 2:
Damage 75 + (ability power*0.90)
It becomes a problem when using the trigger editor, as there is going to be a trigger for every single ability! And I don't think the performance is going to increase by making one single trigger that handles all abilities through a series of conditions.
@TheLazzoro: Go
you could set the damage with catalog trigger. all you need is naming conventions: ability1 has damage1, ability2 has damage2, etc....
ability power is an attribute? there is an event that triggers when an attribute changes.
if you need to set the damage of hero abilities on different heroes try to move the abilities on the same indicies (say ability 9-13 are hero abils)
you can now loop through the abilities 9-13 and extract the right number (abils need naming conventions then too, should end with the number, PsiStrike10 would correspond with damage10).
that's how i do it
does the trigger pass the first condition? not sure but does stack count work with attributes? and try to use integers instead of reals. you have to be careful here with types.
next thing is you should set the damage based on player 0 dmg amount, since the one of triggering player changes over time. so the basis stays equal.
Ahh, I see. It does pass the condition, but attributes does not work with the trigger, so I think I'll have to use a Buff instead.
Btw, using reals instead of integers makes no difference, except I can multiply with a specified amount, which I mentioned in the first post.
Nothing happens when I use the catalog action. The damage stay the same in game. What's wrong with my trigger?
Because you are combining strings instead of doing arithmetic (real).
That results in the attempt to write a value like "42.00.8" which is obviously not a valid real value. ;)
Is there any way to scale the damage dealt by an ability as they do in LoL? Because increasing the percentage of damage dealt by each individual ability seems a lot more balanced.
Example:
Ability 1: Damage: 100 + (ability power*0.75)
Ability 2: Damage 75 + (ability power*0.90)
It becomes a problem when using the trigger editor, as there is going to be a trigger for every single ability! And I don't think the performance is going to increase by making one single trigger that handles all abilities through a series of conditions.
@TheLazzoro: Go
you could set the damage with catalog trigger. all you need is naming conventions: ability1 has damage1, ability2 has damage2, etc....
ability power is an attribute? there is an event that triggers when an attribute changes.
if you need to set the damage of hero abilities on different heroes try to move the abilities on the same indicies (say ability 9-13 are hero abils)
you can now loop through the abilities 9-13 and extract the right number (abils need naming conventions then too, should end with the number, PsiStrike10 would correspond with damage10).
that's how i do it
@FunkyUserName: Go
Nothing happens when I use the catalog action. The damage stay the same in game. What's wrong with my trigger?
@TheLazzoro: Go
does the trigger pass the first condition? not sure but does stack count work with attributes? and try to use integers instead of reals. you have to be careful here with types.
next thing is you should set the damage based on player 0 dmg amount, since the one of triggering player changes over time. so the basis stays equal.
@FunkyUserName: Go
Ahh, I see. It does pass the condition, but attributes does not work with the trigger, so I think I'll have to use a Buff instead. Btw, using reals instead of integers makes no difference, except I can multiply with a specified amount, which I mentioned in the first post.
Anyways, thanks for replying :)
Because you are combining strings instead of doing arithmetic (real).
That results in the attempt to write a value like "42.00.8" which is obviously not a valid real value. ;)
@Ahli634: Go
Haha yeah, changed that up a bit and got it working :)
So solved?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
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@DrSuperEvil: Go
Yes.