Hey everyone, I'm having an issue right now with trying to make an ability that adds damage on attacks, but drains mana upon doing that attack. It would also be on autocast... the perfect example would be Frost Arrows from Warcraft 3. The first thing I thought to do was make it an Augment ability... but Augment can't have levels and I will be making it have 10 levels.
So, props to anyone who can tell me how to do this! :D
Make a behavior, in the Damage Response field set "Chance" to 1 (or whatever % chance you want the ability to trigger on attack), set Location to Attacker, and then under "Handled" you can trigger any effect you want. If you just want a damage bonus and mana drain then you can add the damage bonus directly to the Damage Response area, and have it trigger a Modify Unit effect that lowers the caster's mana. You'll also want to add a validator to the behavior that disables it when the unit is out of mana.
1. Make ability effect-target
2. Make 10 effects (for 10 levels) with type apply behavior
3. Make 10 behaviors (for 10 levels) with type buff (in this case it will be a debuff but still classified under buff)
4. Link the 10 effects to the 10 behaviors (i.e. Frost Arrow 1 effect (apply behavior) to Frost Arrow 1 behavior (apply buff)
5. put all 10 apply behavior effects into your ability's "effect-effect" field in the proper order (i.e. 1,2,3,4,5,...)
6. Modify all 10 of your behaviors the way you want them starting with the first level Frost Arrow 1 behavior (apply buff) cllick on the modifications field and go to combat and increase the damage to add extra damage. There is also an option in there that allows you to drain mana.
7. Make sure your ability has the proper target filter (so that you can't cast it on yourself or allies)
8. Done
Both of these solutions are sort of what I want. I ended up using Ability of type Behavior, then set it to toggle, then make it do the behavior with a damage response... and it applies a damage inside the damage response+ area.
I couldn't get it to be autocast, but instead just toggled on or off and then it applies to the weapon :D
Good enough for now I guess...
Edit: I couldn't just use a straight up Behavior because my hero learns these abilities, thus they have to be abilities.
Both of these solutions are sort of what I want. I ended up using Ability of type Behavior, then set it to toggle, then make it do the behavior with a damage response... and it applies a damage inside the damage response+ area.
I couldn't get it to be autocast, but instead just toggled on or off and then it applies to the weapon :D
Good enough for now I guess...
Edit: I couldn't just use a straight up Behavior because my hero learns these abilities, thus they have to be abilities.
Well there is an ability type called "augment" which allows you to do this specific task, adding behavior, occurs when issued attack order, using mana + autocast however this ability (for no good reason) is incompatible with Learn ability. Of course there is a workaround where you have multiple copies of the ability and giving a "show" requirement node based on learning a dummy ability.
EDIT:
You should set autocast to offensive, it will autocast whenever the hero attacks.
Well there is an ability type called "augment" which allows you to do this specific task, adding behavior, occurs when issued attack order, using mana + autocast however this ability (for no good reason) is incompatible with Learn ability. Of course there is a workaround where you have multiple copies of the ability and giving a "show" requirement node based on learning a dummy ability.
EDIT:
You should set autocast to offensive, it will autocast whenever the hero attacks.
Yeah I'll wait for now I think :D Thanks
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Hey everyone, I'm having an issue right now with trying to make an ability that adds damage on attacks, but drains mana upon doing that attack. It would also be on autocast... the perfect example would be Frost Arrows from Warcraft 3. The first thing I thought to do was make it an Augment ability... but Augment can't have levels and I will be making it have 10 levels.
So, props to anyone who can tell me how to do this! :D
@OneTwoSC: Go
Make a behavior, in the Damage Response field set "Chance" to 1 (or whatever % chance you want the ability to trigger on attack), set Location to Attacker, and then under "Handled" you can trigger any effect you want. If you just want a damage bonus and mana drain then you can add the damage bonus directly to the Damage Response area, and have it trigger a Modify Unit effect that lowers the caster's mana. You'll also want to add a validator to the behavior that disables it when the unit is out of mana.
Good luck.
@OneTwoSC: Go
Here is what you do
1. Make ability effect-target 2. Make 10 effects (for 10 levels) with type apply behavior 3. Make 10 behaviors (for 10 levels) with type buff (in this case it will be a debuff but still classified under buff) 4. Link the 10 effects to the 10 behaviors (i.e. Frost Arrow 1 effect (apply behavior) to Frost Arrow 1 behavior (apply buff) 5. put all 10 apply behavior effects into your ability's "effect-effect" field in the proper order (i.e. 1,2,3,4,5,...) 6. Modify all 10 of your behaviors the way you want them starting with the first level Frost Arrow 1 behavior (apply buff) cllick on the modifications field and go to combat and increase the damage to add extra damage. There is also an option in there that allows you to drain mana. 7. Make sure your ability has the proper target filter (so that you can't cast it on yourself or allies) 8. Done
@Etravex: Go
Both of these solutions are sort of what I want. I ended up using Ability of type Behavior, then set it to toggle, then make it do the behavior with a damage response... and it applies a damage inside the damage response+ area.
I couldn't get it to be autocast, but instead just toggled on or off and then it applies to the weapon :D
Good enough for now I guess...
Edit: I couldn't just use a straight up Behavior because my hero learns these abilities, thus they have to be abilities.
Well there is an ability type called "augment" which allows you to do this specific task, adding behavior, occurs when issued attack order, using mana + autocast however this ability (for no good reason) is incompatible with Learn ability. Of course there is a workaround where you have multiple copies of the ability and giving a "show" requirement node based on learning a dummy ability.
EDIT:
You should set autocast to offensive, it will autocast whenever the hero attacks.
Yeah I'll wait for now I think :D Thanks