So I'm planning to make a Chain Lightning style Ability that is easy to level only using the data editor and uses the same damage reduction steps as WC3 uses.
Conditions are it can only be done in the data editor.
So far this is how I see it works (ignoring the effects for the moment just pure damage)
Part 1) Primary Target
Unit casts -> Hits Target -> Apply Damage (this part is simple)
Part 2) Search - This part needs to repeat without having to be duplicated.
Apply Buff to stop repeat -> Search for new Target -> Apply Damage Reduction Buff -> Apply Damage Effect
Now the problem I see is that there isn't many ways to keep a buff repeating without duplicate entries or triggers.
So I'm thinking that requirements and validation might work with that but my only problem is that I'm not sure where it would be possible to keep the count.
I also then need to link the count to loop (so if you want to have 3 chains per level or 5 it can be adjusted) and then have the level of the ability to be used as another variable to multiply the number of chains in the loop.
For a start if you want to reduce the damage on the target you need to set the damage response on the applied buff to only be triggered by your lightning damage effect.
You would need each bounce to add a counter buff stack to the caster so your looping system can be validated. For the extra half damage per bounce you would need a Create Persistent effect that uses the same effect several times to add additional buff stacks to the target but is validated by the number of counter stacks on the caster.
For less than 5 bounces this system is not worth the effort.
Rather just have the same effect chain and just duplicate damage effects validated by ability lvl. Or do you want more bounces per lvl?
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Well for my own personal use I want to have 10 levels with 2 bounces each, which does get messy.
And honestly if it's more than 3 it's a bit annoying 5 is borderline ok but anything above that really would do well to remove this.
DeadZergling was saying on IRC that markers by ID can be used in the target sort to stop the chain going back on itself, so that's not an issue.
This is more to see if there is a work around which doesn't involve 100 duplicate effects if someone just wants that and doesn't want to trigger (which honestly seems so much easier).
However my idea was like with the armour system that you told me to use the buff to count it up as the level of the ability is higher it can then use that as the cap for bounces and each bounce will add a damage reduction for x amount for each bounce that has happened so far.
It's a bit complicated but if I can get it to work then it's one less thing that requires more work than it should.
Rollback Post to RevisionRollBack
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So I'm planning to make a Chain Lightning style Ability that is easy to level only using the data editor and uses the same damage reduction steps as WC3 uses.
Conditions are it can only be done in the data editor.
So far this is how I see it works (ignoring the effects for the moment just pure damage)
Part 1) Primary Target
Unit casts -> Hits Target -> Apply Damage (this part is simple)
Part 2) Search - This part needs to repeat without having to be duplicated.
Apply Buff to stop repeat -> Search for new Target -> Apply Damage Reduction Buff -> Apply Damage Effect
Now the problem I see is that there isn't many ways to keep a buff repeating without duplicate entries or triggers.
So I'm thinking that requirements and validation might work with that but my only problem is that I'm not sure where it would be possible to keep the count.
I also then need to link the count to loop (so if you want to have 3 chains per level or 5 it can be adjusted) and then have the level of the ability to be used as another variable to multiply the number of chains in the loop.
Any Ideas?
For a start if you want to reduce the damage on the target you need to set the damage response on the applied buff to only be triggered by your lightning damage effect.
You would need each bounce to add a counter buff stack to the caster so your looping system can be validated. For the extra half damage per bounce you would need a Create Persistent effect that uses the same effect several times to add additional buff stacks to the target but is validated by the number of counter stacks on the caster.
For less than 5 bounces this system is not worth the effort.
Rather just have the same effect chain and just duplicate damage effects validated by ability lvl. Or do you want more bounces per lvl?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Well for my own personal use I want to have 10 levels with 2 bounces each, which does get messy.
And honestly if it's more than 3 it's a bit annoying 5 is borderline ok but anything above that really would do well to remove this.
DeadZergling was saying on IRC that markers by ID can be used in the target sort to stop the chain going back on itself, so that's not an issue.
This is more to see if there is a work around which doesn't involve 100 duplicate effects if someone just wants that and doesn't want to trigger (which honestly seems so much easier).
However my idea was like with the armour system that you told me to use the buff to count it up as the level of the ability is higher it can then use that as the cap for bounces and each bounce will add a damage reduction for x amount for each bounce that has happened so far.
It's a bit complicated but if I can get it to work then it's one less thing that requires more work than it should.