I'm trying to make a caster hero. All his spells, when they hit an enemy but don't kill it, add a buff to the hero which increases all his spell's damage. When he kills something, all the stacks are removed. The stacking buff is fine, the problem is for the "on kill" effect.
At the moment I use a crappy buff system for each damage part of the spells. Basically, each time the spell should damage, a behavior is first applied on the target and the damage is applied right after.
The behavior is a very short buff based on the damage response ("fatal" checked) to trigger the effect that removes stacks, but if the buff expires, it adds one stack. Due to its short time, the buff should expire before another spell hits the target.
I need to know if that's a viable way to do. Everything I saw was from 2010, and the editor quite changed since.
Have you tried to use a "Target Is Dead" validator on the "Validator (Remove)" of your staking behavior? Show when you kill your target the behavior will be removed (and all its stacks), and then reaplied again each time you attack a unit
On your Spells that hit the Target if it applies a Buff to the Unit
Perhaps you can Put in the Damage Response Section A Search Area Effect Looking for the Caster
That Removes the Stacked Buff?
Use a Unit Filters validator on the buffs that require the unit to not be dead. When the one is removed it applies a buff to the caster that then a unit Compare Behavior Count validator uses to remove all other buffs belonging to that caster.
As buff stacks are known as belonging to only the first caster consider giving a buff stack to the caster unit as well as to target units so for each buff stack on the caster it removes one random one off enemies.
Oh gawd, i'm dumb as hell. I choosed the wrong effect for the impact, the one that applies the stack to the caster instead of the one that applies the "on kill" debuff on the target.
Hello gentlemen.
I'm trying to make a caster hero. All his spells, when they hit an enemy but don't kill it, add a buff to the hero which increases all his spell's damage. When he kills something, all the stacks are removed. The stacking buff is fine, the problem is for the "on kill" effect.
At the moment I use a crappy buff system for each damage part of the spells. Basically, each time the spell should damage, a behavior is first applied on the target and the damage is applied right after.
The behavior is a very short buff based on the damage response ("fatal" checked) to trigger the effect that removes stacks, but if the buff expires, it adds one stack. Due to its short time, the buff should expire before another spell hits the target.
I need to know if that's a viable way to do. Everything I saw was from 2010, and the editor quite changed since.
Bumping, because it seems that it don't work. Stacks are applied correctly, but I can't find why they aren't removed on kill.
@ZeShmoutt: Go
Have you tried to use a "Target Is Dead" validator on the "Validator (Remove)" of your staking behavior?
Show when you kill your target the behavior will be removed (and all its stacks), and then reaplied again each time you attack a unit
On your Spells that hit the Target if it applies a Buff to the Unit
Perhaps you can Put in the Damage Response Section A Search Area Effect Looking for the Caster
That Removes the Stacked Buff?
@TheSC2Maniac: Go
I'm not sure about what you think...
@zaysite: Go
I'll try, but as it may be a multiplayer game, I don't want to remove stacks on everyone. I'll search a bit around that.
Use a Unit Filters validator on the buffs that require the unit to not be dead. When the one is removed it applies a buff to the caster that then a unit Compare Behavior Count validator uses to remove all other buffs belonging to that caster.
As buff stacks are known as belonging to only the first caster consider giving a buff stack to the caster unit as well as to target units so for each buff stack on the caster it removes one random one off enemies.
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
Oh gawd, i'm dumb as hell. I choosed the wrong effect for the impact, the one that applies the stack to the caster instead of the one that applies the "on kill" debuff on the target.
Classified ! (Oh, and it works fine)