I've already created a passive aura ability that can be leveled up appropriately, but I'd like to be able to create another one that can be turned on and off. So far I have it structured sort of like my passive one, and sort of like the Ghost - Cloak ability.
At the moment, this is how I have it structured.
Ability - Behavior This is the aura ability itself
Behaviors (aura level 1, 2, 3, and 4) One behavior for each level of the aura
Commands (Turn On / Turn Off) This is almost exactly how the ghost version of this was structured, but I have changed the requirement for turning on to be a UseAura requirement (below)
Each Behavior (1 through 4) leads to a periodic effect (0.2 period, effect auraset1, auraset2, auraset3, and auraset4)
Auraset1, 2, 3, and 4 each include a "self" effect and "search" effect, "search" effect applies an "ally" effect
"self" and "ally" effects lead to "self" and "ally" behaviors
Each of the 4 "aura level x" behaviors has an "aura level x" requirement that requires that level to be earned.
The "hero - learn" ability has this ability indexed as 2, a maximum charge of 4, and uses the learn aura button + tied to the aura ability
The UseAura requirement for turning on this aura requires at least one level researched
I was careful to try to emulate my existing aura and the existing cloak spell. However, I hit a problem with the command card. Unlike the passive aura I created, I can't simply stack the 4 buttons for the 4 different aura levels into the same button, with the appropriate requirement. In fact, there is no requirement field whatsoever. Also, under "ability command", I can only activate level 1, probably because this is the default value I set in the ability commands. However, there's no way to add another 3 commands for the other 3 levels.
I'm kind of stumped at this point, since I'm not sure exactly how to work around this. Do I have to get rid of the other buttons and use only one button for this ability? Or am I simply using the wrong system if I wanted to have 4 levels + a de-activate command?
Stack all the buttons on the same "spot" on the command card. Use the "Show" part of requirements to make the buttons invisible when they shouldn't be accessible so that there's always just one button visible.
1) What about the Ability Command field? I'm still only given two options there, Aura Level 1 and De-activate. Do I need to create another button to take the spot of Aura Level 1? Or can I simply ignore it because it's just a default button?
2) Where do I actually implement the show requirements for these buttons? On a passive ability, a field titled "requirements" appears, but for this ability the requirements field isn't appearing, and when I test the file, the button doesn't show up (actually, the learn button hasn't been showing up either but I think I might know what's wrong with that.)
EDIT: Interesting. The trick is to actually skip the extra buttons, since apparently it automatically displays "skill name [level X]." Adding the level of the skill to the name and creating 4 buttons just yields "Aura level 4 [level 1]" and the level 4 tooltip when the aura is at level 1. >.<
EDIT2: Okay so it's sort of working now. However, for some reason, the behavior is automatically applied once the skill is learned. I have to click the button twice to de-activate (first click officially activates it and switches the button to de-active, even though the skill is already active, benefiting my hero and draining my hero's energy). Anyone ever have this problem before?
You know you can make the Behavior ability levelable via a Learn ability which just emits the aura levels directly. You can even make the Behavior ability automatically on all the time for passive auras.
1) Just have several buttons ontop of each other like the ghost and spectre buttons
2) Give the ability itself the requirements and set the button state to restricted
Nope probably something you have done wrong with the ability
I'm trying to create an ability with four levels that applies a buff to the casting unit and a different buff to units near the caster when the ability is active. So far what I've done is create a toggle ability that corresponds to four behaviors. Each behavior goes to a set effect,which in turn goes to an apply behavior (to the casting unit) and a search -> apply behavior (to nearby units).
The ability is working right now, but for some reason when I learn the ability, the behavior is automatically applied. The switch is by default set to turning it on, so once I learn the ability, unless I want to use it right away, I have to click once to turn it on, then click again to turn it off.
You know you can make the Behavior ability levelable via a Learn ability which just emits the aura levels directly. You can even make the Behavior ability automatically on all the time for passive auras.
1) Just have several buttons ontop of each other like the ghost and spectre buttons
2) Give the ability itself the requirements and set the button state to restricted
Nope probably something you have done wrong with the ability
I know I can have a passive on all the time. I've already created an ability like that. This ability I want to be able to turn on or off as needed (since it also consumes energy while active). And yes I know I can make behaviors level-able, I've already done this for my other aura ability.
At the moment the ability is working fine, applying the right buffs, draining the correct amount of energy, de-activating when energy is depleted. It just turns itself on whenever Iearn it.
Should it be flagged as Toggled On? It's flagged as Toggled and Transient at the moment.
Also, could it be with the way the behavior is applied? I gave the unit the 4 behaviors like I normally do for a passive aura, and the 4 behaviors have attached requirements for the four levels. I think once the level is gained, the behavior is enabled because the requirements are met, and thus automatically applied. I'm not sure how to work around this though.
No luck still on the validator so if anyone has any advice with the whole aura automatically turning on issue it would be great.
Also, one last issue that's kind of off-topic but I don't want to make another thread for it. If my hero has an attribute that gives % spell damage, is there any way I can treat the damage of a summoned minion as his spell damage? I know I can set it to spell damage directly, but I'm not sure how I can include the summoning hero's spell damage buff into the minion's damage using the data editor.
Tried a Unit Order Queue or Unit Order validators on the abilitythat adds the buff? As the create unit effect makes the spawned unit a source you could always link the launching unit of the damage effect to the caster of the Create Unit effect via the Target - Launch Location - Effect field.
Rollback Post to RevisionRollBack
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Also, I sorted out the aura problem. Kind of idiotic really. My first ability was based off of a Youtube guide on passive abilities, and the passive ability worked fine. Then I tried to implement an aura ability based on the mothership and the passive ability I already made. The problem is, passive abilities are basically behaviors that are validated by the level, so the guide I followed instructed me to apply the behavior to the unit itself with the validators of the level needed.
Since the aura behaved sort of like a passive, I did the same thing, applying the 4 levels of the aura behavior to the unit. Once I leveled, the requirements of the behavior would be met and automatically applied. Enabling the aura actually applies the behavior again, but since it has a max stack of one, it didn't matter. Disabling the aura would remove the behavior.
Turned out to be quite easy to fix - remove the offending behavior on the unit and let the ability apply it on its own. >.> I feel so stupid now.
On the positive side, I've now managed to create a unit with four level-able abilities, one passive ability, and functioning attributes. :D Gonna try to make the summons work properly now.
Tried a Unit Order Queue or Unit Order validators on the abilitythat adds the buff? As the create unit effect makes the spawned unit a source you could always link the launching unit of the damage effect to the caster of the Create Unit effect via the Target - Launch Location - Effect field.
I tried linking the damage effect to the caster. What I did was set it to:
Target: Launch Location+
Target: Effect - (Create unit effect that's triggered by the ability)
Target: Value - Caster unit
In the worst case you could always add stacks of a buff onto the created unit that does the +% spell damage and it adds stacks equal to the amount of that attribute via validators.
In the worst case you could always add stacks of a buff onto the created unit that does the +% spell damage and it adds stacks equal to the amount of that attribute via validators.
Err... the attribute adding the buff goes up to 500%... wouldn't I have to create a validator for each 1%? That seems slightly unwieldy / inefficient.
Rollback Post to RevisionRollBack
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I've already created a passive aura ability that can be leveled up appropriately, but I'd like to be able to create another one that can be turned on and off. So far I have it structured sort of like my passive one, and sort of like the Ghost - Cloak ability.
At the moment, this is how I have it structured.
Ability - Behavior This is the aura ability itself Behaviors (aura level 1, 2, 3, and 4) One behavior for each level of the aura Commands (Turn On / Turn Off) This is almost exactly how the ghost version of this was structured, but I have changed the requirement for turning on to be a UseAura requirement (below)
Each Behavior (1 through 4) leads to a periodic effect (0.2 period, effect auraset1, auraset2, auraset3, and auraset4) Auraset1, 2, 3, and 4 each include a "self" effect and "search" effect, "search" effect applies an "ally" effect "self" and "ally" effects lead to "self" and "ally" behaviors
Each of the 4 "aura level x" behaviors has an "aura level x" requirement that requires that level to be earned. The "hero - learn" ability has this ability indexed as 2, a maximum charge of 4, and uses the learn aura button + tied to the aura ability The UseAura requirement for turning on this aura requires at least one level researched
I was careful to try to emulate my existing aura and the existing cloak spell. However, I hit a problem with the command card. Unlike the passive aura I created, I can't simply stack the 4 buttons for the 4 different aura levels into the same button, with the appropriate requirement. In fact, there is no requirement field whatsoever. Also, under "ability command", I can only activate level 1, probably because this is the default value I set in the ability commands. However, there's no way to add another 3 commands for the other 3 levels.
I'm kind of stumped at this point, since I'm not sure exactly how to work around this. Do I have to get rid of the other buttons and use only one button for this ability? Or am I simply using the wrong system if I wanted to have 4 levels + a de-activate command?
Stack all the buttons on the same "spot" on the command card. Use the "Show" part of requirements to make the buttons invisible when they shouldn't be accessible so that there's always just one button visible.
@StragusMapster: Go
1) What about the Ability Command field? I'm still only given two options there, Aura Level 1 and De-activate. Do I need to create another button to take the spot of Aura Level 1? Or can I simply ignore it because it's just a default button?
2) Where do I actually implement the show requirements for these buttons? On a passive ability, a field titled "requirements" appears, but for this ability the requirements field isn't appearing, and when I test the file, the button doesn't show up (actually, the learn button hasn't been showing up either but I think I might know what's wrong with that.)
EDIT: Interesting. The trick is to actually skip the extra buttons, since apparently it automatically displays "skill name [level X]." Adding the level of the skill to the name and creating 4 buttons just yields "Aura level 4 [level 1]" and the level 4 tooltip when the aura is at level 1. >.<
EDIT2: Okay so it's sort of working now. However, for some reason, the behavior is automatically applied once the skill is learned. I have to click the button twice to de-activate (first click officially activates it and switches the button to de-active, even though the skill is already active, benefiting my hero and draining my hero's energy). Anyone ever have this problem before?
You know you can make the Behavior ability levelable via a Learn ability which just emits the aura levels directly. You can even make the Behavior ability automatically on all the time for passive auras.
1) Just have several buttons ontop of each other like the ghost and spectre buttons
2) Give the ability itself the requirements and set the button state to restricted
Nope probably something you have done wrong with the ability
http://www.sc2mapster.com/wiki/galaxy/data/abilities/behavior/
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
@Soma2035:
i am confused as to what you are trying to do. i would love to help but i do not understand your goal. Would you mind Explaining you goal?
@vailreth: Go
I'm trying to create an ability with four levels that applies a buff to the casting unit and a different buff to units near the caster when the ability is active. So far what I've done is create a toggle ability that corresponds to four behaviors. Each behavior goes to a set effect,which in turn goes to an apply behavior (to the casting unit) and a search -> apply behavior (to nearby units).
The ability is working right now, but for some reason when I learn the ability, the behavior is automatically applied. The switch is by default set to turning it on, so once I learn the ability, unless I want to use it right away, I have to click once to turn it on, then click again to turn it off.
I know I can have a passive on all the time. I've already created an ability like that. This ability I want to be able to turn on or off as needed (since it also consumes energy while active). And yes I know I can make behaviors level-able, I've already done this for my other aura ability.
At the moment the ability is working fine, applying the right buffs, draining the correct amount of energy, de-activating when energy is depleted. It just turns itself on whenever Iearn it.
It is not something silly like the Toggled On flag?
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
@DrSuperEvil: Go
Should it be flagged as Toggled On? It's flagged as Toggled and Transient at the moment.
Also, could it be with the way the behavior is applied? I gave the unit the 4 behaviors like I normally do for a passive aura, and the 4 behaviors have attached requirements for the four levels. I think once the level is gained, the behavior is enabled because the requirements are met, and thus automatically applied. I'm not sure how to work around this though.
Problem must be with the Behavior ability. Could always throw in a remove validator if the ability is not active.
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
@DrSuperEvil: Go
How would I go about creating such a validator? I can't find any good examples from the normal units / abilities to work from.
No luck still on the validator so if anyone has any advice with the whole aura automatically turning on issue it would be great.
Also, one last issue that's kind of off-topic but I don't want to make another thread for it. If my hero has an attribute that gives % spell damage, is there any way I can treat the damage of a summoned minion as his spell damage? I know I can set it to spell damage directly, but I'm not sure how I can include the summoning hero's spell damage buff into the minion's damage using the data editor.
Tried a Unit Order Queue or Unit Order validators on the abilitythat adds the buff? As the create unit effect makes the spawned unit a source you could always link the launching unit of the damage effect to the caster of the Create Unit effect via the Target - Launch Location - Effect field.
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
@DrSuperEvil: Go
I'll try that, thanks a lot.
Also, I sorted out the aura problem. Kind of idiotic really. My first ability was based off of a Youtube guide on passive abilities, and the passive ability worked fine. Then I tried to implement an aura ability based on the mothership and the passive ability I already made. The problem is, passive abilities are basically behaviors that are validated by the level, so the guide I followed instructed me to apply the behavior to the unit itself with the validators of the level needed.
Since the aura behaved sort of like a passive, I did the same thing, applying the 4 levels of the aura behavior to the unit. Once I leveled, the requirements of the behavior would be met and automatically applied. Enabling the aura actually applies the behavior again, but since it has a max stack of one, it didn't matter. Disabling the aura would remove the behavior.
Turned out to be quite easy to fix - remove the offending behavior on the unit and let the ability apply it on its own. >.> I feel so stupid now.
On the positive side, I've now managed to create a unit with four level-able abilities, one passive ability, and functioning attributes. :D Gonna try to make the summons work properly now.
I tried linking the damage effect to the caster. What I did was set it to:
Target: Launch Location+ Target: Effect - (Create unit effect that's triggered by the ability) Target: Value - Caster unit
This didn't work. Are these values correct?
In the worst case you could always add stacks of a buff onto the created unit that does the +% spell damage and it adds stacks equal to the amount of that attribute via validators.
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
Err... the attribute adding the buff goes up to 500%... wouldn't I have to create a validator for each 1%? That seems slightly unwieldy / inefficient.