• 0

    posted a message on random fights

    @AluCardvanHellsing: Go

    Hm, I would think it would look something like this: (check the attach)

    In the other trigger there should of course be a lot more, but I do not know enough to make it right. But I would think it would look something like that.

    You should probably have made a fighting area, where you place pointers so you can call those in the triggers and create enemies on the desired pointers, will moving your hero(s) to his point. And then run the next trigger. Oh forgot to run the second trigger in the first trigger/pic.

    Hope any of this helps just a tiny bit!

    Posted in: Triggers
  • 0

    posted a message on random fights

    @AluCardvanHellsing: Go

    I have yet to explore the world of triggers, but about making random fights. You can make random units, within an array, spawn at random Points or Regions. So I assume you could place a region on your map, and have an array of different monsters or monster groups, and maybe make the game to choose a random number of seconds, could be min. 1 max. 10. And then pick a random monster group, and run another trigger, the one that is the actual fight. And the trigger should also always check and run only if a player is in the region :)

    I do not know if that helped, I somehow doubt it, since that was pure speculations, as said, I have yet to work with triggers. But it was a fun speculation! And I believe is sounds very logical, unless I don't make sense. (English is my third language).

    Edit: So, player enters region -> run Random Fight Trigger -> pick time interval -> time ends -> pick a monster group (or three separate monsters) -> run Fight Trigger with triggering player.

    Posted in: Triggers
  • 0

    posted a message on God is doing a new thing{be warned}

    Check out his bling bling http://www.cafepress.com/nuthang -> lol

    Posted in: Off-Topic
  • 0

    posted a message on Sc2 Editor Wishlist

    I would really like to see tooltips on ALL the fields in the editor, and not just a few of them! :)

    Posted in: Off-Topic
  • 0

    posted a message on Custom Map - Serious Inquiry

    @Flopjack: Go

    Current progress might be good to add, also what kind of map you are working on :)

    Posted in: Team Recruitment
  • 0

    posted a message on Stop unit idle movement?

    What is idle movement?

    Posted in: Data
  • 0

    posted a message on Icon/Button question

    @Flopjack: Go

    Well when you choose a button when you are in the Command Card, you only see the buttons that already are created.

    If you create a button yourself, you can choose what icon the button should have, and here you can choose what ever you want :)

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Solved][Ability/Behavior] Add Poison Damage to Weapon

    @Kueken531: Go

    Yes the Editor is lacking a lot of fixes and just a more easier approach. As it is now, every is so hard to learn, and you must bypass most the times to do what you want, even some simple things.

    Posted in: Data
  • 0

    posted a message on Remove All Alerts for Everybody

    @wingednosering: Go

    I assume you rather want to do it via triggers, but since I don't know how or if you can do it that way, I will show you how to do it in the data editor, in case it is not possible to do in triggers.

    Well since there are so many things that activates an alert I'll try and says this generally; The alert is controlled by a field called UI - Alert and similar. They are usually located in the bottom of the fields. Like on the picture.

    Hope it helps, just check through the abilities, and remove all the alerts (much work).

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Solved][Ability/Behavior] Add Poison Damage to Weapon

    Thanks for the help. Made it work easily with validators, what I described in my second post.

    @TacoManStan: Go

    Yes it is a hero, who have several abilities, that you will have too chose from when you level. If I made the poison into a attribute I guess I would just run into the same problem I have before I wrote this thread; how to apply an effect through the behavior modification field.

    I already have a veterancy level system, and my heroes have different attributes.

    Posted in: Data
  • 0

    posted a message on [Solved][Ability/Behavior] Add Poison Damage to Weapon

    I am sorry for the lack of information.

    I want my hero to have a passive ability that stays forever, that he can level four times. The ability will add poison damage to his weapon. With every level, the poison damage and duration should increase. It is not an aura.

    Hmm, validators. Could it be possible (and reasonable) to give the weapon a set effect that contains the standard damage + all four apply behavior effects, and use validators, so that what gets applied corresponds to what level his ability is?

    And the ability would then do nothing itself, other than display what level the ability is at. Haven't really worked with validators before, but I will try it out :P Thanks

    Posted in: Data
  • 0

    posted a message on [Solved][Ability/Behavior] Add Poison Damage to Weapon

    I want to add poison damage to an already existing weapon through an ability. How do I do this?

    I have already created the poison damage effect and behavior, I need to know to add the poison apply behavior effect to the heroes weapon. I have tried messing around but can't make it work. Should my ability type not be behavior?

    And I want to do it in data rather than triggers, if possible.

    Posted in: Data
  • 0

    posted a message on [Solved][Behaviour] Damage Problem

    @TheAlmaity: Go

    Wuh thanks! That did the trick, now it scales the damage like it is supposed to! :)

    Posted in: Data
  • 0

    posted a message on [Solved][Behaviour] Damage Problem

    All my heroes have their own starting weapon, which does a small amount of damage. With every level my heroes also gain increases attributes, these attributes raises the heroes damage. So every level, gives you an additional damage of 10. So the damage is displayed like this: weapon damage + the bonus damage from attributes. Like Damage: 15 + 40 (if level 4).

    Now my problem comes when I want to make an passive aura that increases damage by scale, and this all works, except the damage is scaled and added by the base damage from the weapon, and does not include the bonus damage from increases attributes.

    So when the aura is active, the bonus damage is applied like this: (15 * 1.7) + 40

    Instead of doing it like this: (15 + 40) * 1.7

    Can anyone help me?

    Edit: The aura is made in data, no triggers, if that matters. I guess I need to know how to assign the damage from the attributes to the weapons damage, instead of a bonus.

    Posted in: Data
  • To post a comment, please or register a new account.