Can you post this in text form? I am on an overseas, limited bandwidth connection until my deployment is over. I can't load the videos... I know is alot to ask, but it would be really helpful if you turned this into a text tutorial as well.
I am making a custom hero map that uses shields, hit points, and energy for all the heroes in the map. One of my custom attributes increases shield armor. My problem is that when I enable a custom hero attribute for a unit, the UI icon display for shields (and thus, the shield armor amount) disappears from the unit. Is there a workaround for this? I want to be able to view the hero's shield armor amount while having a custom attribute enabled. Thoughts?
YAY! Ok, the tooltip is wrong, my editor version is the same, and setting the value per point of the intelligence attribute to 0.02 does infact increase spell damage by 2% per attribute point! Thank you all very much.
I set my ability modifier for Damage Dealt Fraction to 1.02. Are you suggesting that I test it for 0.02? 1.02 is the entry I put in for another attribute to affect attack speed, and that one works just fine (i.e. 1.02 modifier with 32 in the stat did not mutliply attack speed by 32.64).
I did test it. It did 102% of the mothership's total health instead of 2% extra damage to the spell. Perhaps there is no way to accomplish this without scripting...
The percentage damage increase values work flawlessly. I use exactly what you want to do (1% ability damage increase per point of intelligence) exactly the way TheAlmaity and DrSuperEvil described, and well, it works.
Just make sure intelligence increases Spell damage and all your spells also use Spell damage type.
If this is true, I have my answer: the version of editor I am using is different, then. My test dealt damage based on unit's total health as reflected by the tooltip. I guess I will just have to wait until I can patch my editor, then. But thank you for clearing that up for me.
Perhaps I should re-evaluate my question... how do I do this with a trigger? My variable knowledge is very limited... but how do I make a variable that represents the value of "attribute" for a given unit, create a trigger with action "Change unit damage", and cause the value of the variable for "attribute" to increase spell damage by %?
The tooltip for Combat - Modification - Damage Dealt Fraction field of the Attribute behaviour displays (for me) "Damage dealt based on maximum hit points of the unit attacked". I tested it out by making it 1.02 in my attibute, put a mothership on the map, and sure enough... one-shotted it with an ability that normally does 300 damage. Either the version of my editor is different (which is possible... because I cannot plug in my personal laptop into the ship's internet) or you only saw the "fraction" part and assumed it meant the damage that the unit was putting out. If either of you can verify that your tooltip for Damage Dealt Fraction is different than mine, I should be able to tell if it is just the version of the editor that I am using or if dealing increased % damage cannot be done in the behavior tab.
go to your attribute, open modifications +, go to the combat tab, there's gonna be a few boxes for damage, find the one that has "Fraction" in its name and its values set to 1, then modify spell to 1.01
I will give it a shot... but isn't the only percentage value in combat one that affects the target's total hp (like "Death and Decay")? I will post when I find out.
Can anyone explain to me (or even screenshot tutorialize me) how to make the current value of a custom attribute.... let's call it "Intelligence"... translate as a percentage bonus to spell damage? I.E. Each point in intelligence increases spell damage done by 1%. I don't know if it can be done globally or if it has to be done for each individual spell, but if anyone can show me how to do this (triggers, requirements, behaviors, all that is needed) I would be eternally grateful. I'm making a custom hero map to kill time while on deployment... really want to get over this hump.
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Can you post this in text form? I am on an overseas, limited bandwidth connection until my deployment is over. I can't load the videos... I know is alot to ask, but it would be really helpful if you turned this into a text tutorial as well.
0
I am making a custom hero map that uses shields, hit points, and energy for all the heroes in the map. One of my custom attributes increases shield armor. My problem is that when I enable a custom hero attribute for a unit, the UI icon display for shields (and thus, the shield armor amount) disappears from the unit. Is there a workaround for this? I want to be able to view the hero's shield armor amount while having a custom attribute enabled. Thoughts?
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@LSSNAwesomeface: Go
YAY! Ok, the tooltip is wrong, my editor version is the same, and setting the value per point of the intelligence attribute to 0.02 does infact increase spell damage by 2% per attribute point! Thank you all very much.
0
@DrSuperEvil: Go
I set my ability modifier for Damage Dealt Fraction to 1.02. Are you suggesting that I test it for 0.02? 1.02 is the entry I put in for another attribute to affect attack speed, and that one works just fine (i.e. 1.02 modifier with 32 in the stat did not mutliply attack speed by 32.64).
0
@DrSuperEvil: Go
I did test it. It did 102% of the mothership's total health instead of 2% extra damage to the spell. Perhaps there is no way to accomplish this without scripting...
If this is true, I have my answer: the version of editor I am using is different, then. My test dealt damage based on unit's total health as reflected by the tooltip. I guess I will just have to wait until I can patch my editor, then. But thank you for clearing that up for me.
0
Perhaps I should re-evaluate my question... how do I do this with a trigger? My variable knowledge is very limited... but how do I make a variable that represents the value of "attribute" for a given unit, create a trigger with action "Change unit damage", and cause the value of the variable for "attribute" to increase spell damage by %?
0
@DrSuperEvil: Go
The tooltip for Combat - Modification - Damage Dealt Fraction field of the Attribute behaviour displays (for me) "Damage dealt based on maximum hit points of the unit attacked". I tested it out by making it 1.02 in my attibute, put a mothership on the map, and sure enough... one-shotted it with an ability that normally does 300 damage. Either the version of my editor is different (which is possible... because I cannot plug in my personal laptop into the ship's internet) or you only saw the "fraction" part and assumed it meant the damage that the unit was putting out. If either of you can verify that your tooltip for Damage Dealt Fraction is different than mine, I should be able to tell if it is just the version of the editor that I am using or if dealing increased % damage cannot be done in the behavior tab.
0
I will give it a shot... but isn't the only percentage value in combat one that affects the target's total hp (like "Death and Decay")? I will post when I find out.
0
Can anyone explain to me (or even screenshot tutorialize me) how to make the current value of a custom attribute.... let's call it "Intelligence"... translate as a percentage bonus to spell damage? I.E. Each point in intelligence increases spell damage done by 1%. I don't know if it can be done globally or if it has to be done for each individual spell, but if anyone can show me how to do this (triggers, requirements, behaviors, all that is needed) I would be eternally grateful. I'm making a custom hero map to kill time while on deployment... really want to get over this hump.