However within the Data files themselves, it seems like there are strict parameters on what you can input into a "Value" field, or the value will default.
If, for example, someone wanted to make their PsiStormDamage Effect deal damage each period equal to their health points, it would seem as if you CAN'T actually reference a trigger-defined real value in the effect's damage value field (or even make a reference to a value elsewhere in the data files as seen in the example above). Do you guys see this as an unknown, considering there may be functionality there that we have yet to discover (as none of the core game abilities would be using this type of functionality), or do you think Blizzard is going to be leaving that kind of stuff to triggers again this time around?
Well I see that there is a set of functions for manipulating the catalog XML data, but the only function found is CatalogFieldValueGet, which allows you to pull an int or a string. Would it be correct to assume there'd be other functions related to this allowing for actual dynamic change in the game data? (ie if someone wants to create a "Haste" stat which lowers the cooldown of their abilities based on how much of this stat they possess)
In the game strings, such as button tooltips, one can easily make a data value reference for an integer, for example:
However within the Data files themselves, it seems like there are strict parameters on what you can input into a "Value" field, or the value will default.
If, for example, someone wanted to make their PsiStormDamage Effect deal damage each period equal to their health points, it would seem as if you CAN'T actually reference a trigger-defined real value in the effect's damage value field (or even make a reference to a value elsewhere in the data files as seen in the example above). Do you guys see this as an unknown, considering there may be functionality there that we have yet to discover (as none of the core game abilities would be using this type of functionality), or do you think Blizzard is going to be leaving that kind of stuff to triggers again this time around?
well if they have this feature in the tooltips, i would hope they would include it elsewhere, as this could really allow for some really nifty effects
Well I see that there is a set of functions for manipulating the catalog XML data, but the only function found is CatalogFieldValueGet, which allows you to pull an int or a string. Would it be correct to assume there'd be other functions related to this allowing for actual dynamic change in the game data? (ie if someone wants to create a "Haste" stat which lowers the cooldown of their abilities based on how much of this stat they possess)
At the moment the only functions in the API are those strictly needed for the AI to work. We should see a lot more coming with the editor.
This is also why this is important to document what we have right now, because if we don't we are going to be drown with the amount of functions :)
I think workarounds are possible though. 50 different copies of the spell if necessary.