The scaling method I normally use is a trigger like this: Environment - Deal damage using Dummy Damage on (Triggering unit) from (Damaging unit) with ((Stack count of Intelligence on (Damaging unit)) * 0.5) extra damage
Now, the type of ability is an effect target type, which uses the launch missile effect. From what I understand, this is the best way to make a missile hit the first target it comes in contact with (referring to the process at the bottom of the page.)
However, using a trigger like this won't work because the "Damaging unit" is the ammo unit of the launch missile ability, which not only dies upon impact but won't have the intelligence attribute for scaling. I don't think this is a trigger problem, though I may be wrong. Is there any other way to generate a similar ability, which would make the "Damaging unit" in the trigger, the caster instead?
I assume the unit using this ability is going to be a special unit, like a hero? One per player? If so, just save it in an array of units with the index value being the player's number.
That way, you could say Deal damage using Dummy Damage on (Triggering unit) from Hero[(Owner of (Damaging Unit))] with ((Stack count of Intelligence on Hero[(Owner of (Damaging Unit))]) * 0.5) extra damage
Alternatively, set a custom value on the ammo unit equal to the caster's intelligence and use that for the scale. You could apply this on a "Unit Uses Ability" event.
I don't think that method would work because the unit is dead before the damage is applied, so the trigger would have nothing to reference.
@ Wrath thanks hon :)
I used a separate trigger to set the array to the caster, then used that array as the damaging unit. However, If two people use this, then the damage scaling will default to whoever cast it last.
I don't think that method would work because the unit is dead before the damage is applied, so the trigger would have nothing to reference.
Well that depends on how the damage is applied. Since you are using triggers to apply a variable damage amount, you could destroy the unit after the damage is applied.
Don't use the array to save the last unit to cast the ability - use an array to save each player's hero, at the beginning of the game. So Player 1's hero would be stored permanently in Hero[1]. Then, when somebody takes damage from the ability, you just need to use the damage action as I wrote it above.
The scaling method I normally use is a trigger like this: Environment - Deal damage using Dummy Damage on (Triggering unit) from (Damaging unit) with ((Stack count of Intelligence on (Damaging unit)) * 0.5) extra damage
Now, the type of ability is an effect target type, which uses the launch missile effect. From what I understand, this is the best way to make a missile hit the first target it comes in contact with (referring to the process at the bottom of the page.)
However, using a trigger like this won't work because the "Damaging unit" is the ammo unit of the launch missile ability, which not only dies upon impact but won't have the intelligence attribute for scaling. I don't think this is a trigger problem, though I may be wrong. Is there any other way to generate a similar ability, which would make the "Damaging unit" in the trigger, the caster instead?
@AdamantiumHydra: Go
Hey Fapamantium. ;D
I assume the unit using this ability is going to be a special unit, like a hero? One per player? If so, just save it in an array of units with the index value being the player's number.
That way, you could say Deal damage using Dummy Damage on (Triggering unit) from Hero[(Owner of (Damaging Unit))] with ((Stack count of Intelligence on Hero[(Owner of (Damaging Unit))]) * 0.5) extra damage
Hope this helped.
@AdamantiumHydra: Go
Alternatively, set a custom value on the ammo unit equal to the caster's intelligence and use that for the scale. You could apply this on a "Unit Uses Ability" event.
Sorry, but I'm still lost.
@BasharTeg
I don't think that method would work because the unit is dead before the damage is applied, so the trigger would have nothing to reference.
@ Wrath thanks hon :) I used a separate trigger to set the array to the caster, then used that array as the damaging unit. However, If two people use this, then the damage scaling will default to whoever cast it last.
Well that depends on how the damage is applied. Since you are using triggers to apply a variable damage amount, you could destroy the unit after the damage is applied.
@AdamantiumHydra: Go
Don't use the array to save the last unit to cast the ability - use an array to save each player's hero, at the beginning of the game. So Player 1's hero would be stored permanently in Hero[1]. Then, when somebody takes damage from the ability, you just need to use the damage action as I wrote it above.
Not at my editor but can't you set the source of the damage on the damaging effect to be the caster unit that launched the series of effects?