• 0

    posted a message on (Solved) Spells dealing extra damage

    Bump?

    Posted in: Data
  • 0

    posted a message on (Solved) Spells dealing extra damage
    Quote from Spoolofwhool: Go

    How do you have your set and damage effects set up?

    There are the following effects for the ability:

    Frost Base Damage: A damage effect which deals 20 spell damage.

    Frost Level Damage: A damage effect which deals 2.5 spell damage.

    And for the sets I have listed the effects for each set:

    Level 1 Set: Frost Base Damage

    Level 2 Set: Frost Base Damage, Frost Level Damage

    Level 3 Set: Frost Base Damage, Frost Level Damage, Frost Level Damage

    Level 4 Set: Frost Base Damage, Frost Level Damage, Frost Level Damage, Frost Level Damage

    Level 5 Set: Frost Base Damage, Frost Level Damage, Frost Level Damage, Frost Level Damage, Frost Level Damage

    So basically the spell should deal 20 damage at level 1 and 30 damage at level 5 adding 2.5 damage each level.

    Posted in: Data
  • 0

    posted a message on (Solved) Spells dealing extra damage

    @Spoolofwhool: Go

    I think it changes randomly for each time the ability is used. I am not certain of this, but what I do know is that at higher hero levels the ability does much more than it is supposed to. I did have someone claim that the ability only did 19 damage at level 2 once. So really, I have no idea what's going on, seems to be all over the place.

    Posted in: Data
  • 0

    posted a message on (Solved) Spells dealing extra damage

    @DrSuperEvil: Go

    My ability is as follows: It is a simple frost spell which deals damage on impact, and also slows the target on impact. What this entails is: A launch missile spell for each level, the launch missile has an impact effect which is a "Set" type. For example, at level 1, the ability's effect is "Launch Frost Missile Level 1" whose impact effect is "Frost Set Level 1". Each impact set has several effects. Each level has an "Apply Behavior" effect which is the slow. Each set has a "Damage" effect called "Frost Base damage" in which the damage value is 20. Then, in order to scale the damage, I created another "Damage" effect called "Frost Level Damage". This damage effect has a value of 2.5. So, in order for my level 2 frost to deal 22.5 damage, I have included the base damage and one copy of the Level damage. Then for level 3, the set includes the base damage and two copies of the Level damage (25 total damage now, ideally). This method is repeated up to level five which then has, in total, a slow, a base damage effect, and 4 level damage effects to deal a total of 30 damage. What's happening though is that this damage is not always equal to the amount it should do. I am lost as to why this may be, and the system has no triggers involved either.

    So I guess the short answer is: It's set up with several copies of a "Damage" effect, no stacking +% damage buffs are used, and no triggers are used.

    Posted in: Data
  • 0

    posted a message on (Solved) Spells dealing extra damage

    Hey everyone, I'm having a strange problem. I have a spell which deals 20 damage and is supposed to deal 15 extra damage per level. The way I set this up is to use a "Set" effect which, for level 3 for example, has the 20 base damage and two of the 15 "level damage" effects, which would sum up to 50 damage. For some reason though, the spell is doing much, much more damage than expected. At level 5 it is supposed to deal 75 damage with the above method, but it is apparently dealing upwards of 300 damage. Anyone have any idea why this might be happening? Those that are claiming this ridiculous damage output claim that they observed it when the hero was at a very high level (say 25 or so, compared to the required max level of 5 to obtain the final level of the spell). Any ideas?

    Posted in: Data
  • 0

    posted a message on [Data] Dynamic Beam Chains (Intermediate Difficulty)

    @JacktheArcher: Go

    If by where it's launching and where it's hitting you mean it going from their head then coming out at their feet, that's not the problem I'm worrying about. I can fix it to attach to their chest or where ever, I just made it launch from the feet and hit the head to help diagnose the problem. The problem I'm having is those 4 beams shooting directly down from the units. What I did was: I made the left most unit the caster, I made it cast the heal on itself, which then bounced to the next unit on to the next, on to the next. That part works fine, but it seems an extra beam is being created at each impact location which is shooting down to the bottom left corner of the map. I can't find anywhere in the data where, or why, this problem would be happening.

    Posted in: Tutorials
  • 0

    posted a message on [Data] Dynamic Beam Chains (Intermediate Difficulty)

    I am having a different problem completely... I think this picture explains it best.

    Posted in: Tutorials
  • 0

    posted a message on (Solved) Gaining Vision of Enemy Unit

    You know what, I must have completely missed those. If that fixes the problem I'll feel rather silly indeed.

    Posted in: Data
  • 0

    posted a message on [Solved] Making A Text Actor Hide In Fog

    @DrSuperEvil: Go

    Yet again you pull through! The fog visibility is set to "Hidden", doesn't work. However when I added "Visibility" to the inherited properties it works as I desired, which is that if an enemy player gains the behavior which creates the text actor I can see it, but if the enemy is hidden by fog, the displayed text is hidden as well.

    Posted in: Data
  • 0

    posted a message on [Solved] Making A Text Actor Hide In Fog

    @DrSuperEvil: Go

    How do I do this? I found the "Unit Detected By Viewer" you mentioned, but I've never used it before and the information in the Wiki does not exist. I don't know what values to put in the Source Name and the Sub name.

    Posted in: Data
  • 0

    posted a message on (Solved) Changing A Set Item Stack Max
    Quote from Thorgan8: Go

    it sounds like it would be easier to simply replace the items in the inventory under certain conditions and have two different items (one stackable, one unstackable) that look alike. So when the unit gets the behavior all unstackable items in the inventory get changed to their stackable version. The second item could also have hidden stack count.

    I can't believe I didnt think of that... Brilliant! Thanks for the help.

    Posted in: Data
  • 0

    posted a message on [Solved] Making A Text Actor Hide In Fog

    Bump?

    Posted in: Data
  • 0

    posted a message on [Solved] Making A Text Actor Hide In Fog

    I am experimenting with text actors and I noticed that even if the fog visibility is set to "Hidden" it is still seen by enemy players through fog. I found an old thread which claimed this would be fixed with "the new patch", and that was followed up with this still isn't fixed... so I was just wondering, has this problem been fixed or is there some work around of which I am unaware?

    Posted in: Data
  • 0

    posted a message on [Tutorial&Demo]1.5 alpha - "Launch Missile" effect to create more perfect "Hook" or "Jump" abilities

    @SoulFilcher: Go

    Oh thanks for pointing this out, I noticed that for the jump ability a ground unit (with a target unit/point) can target normally unreachable terrain (for example water). How can I prevent this? I tried the flag you mentioned but it does not seem to work

    Posted in: General Chat
  • 0

    posted a message on (Solved) Changing A Set Item Stack Max

    Bump? I hope this isn't too difficult/impossible, it would be amazing if this could be accomplished!

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