Period needs to be equivalent to the rate of fire on a weapon; so if you put it to 0.25, the effect will be applied 4 times a second for 40 DPS. Also, you can skip the whole behavior thing and just apply the damage effect from search area.
I found out that I have to add the behavior to BehaviorArray_Link not BehaviorLink. Or at least BehaviorArray_Link since I left both set. The immolate is only applied once though. Would be nice it it was periodic, although it's not necessary for my current map, it might be useful later.
If you want the immolation to be stackable, you don't need an enemy buff for it, you can go buff -> periodic search each damageinterval-> damage.
If it should be not stackable and have a buff, you usually go buff -> periodic search , interval depends on precision -> apply enemy buff, duration > previous interval, period = damageinterval -> damage.
So basically you re-apply the buff constantly, as long as the unit is in range, and it will expire, when it leaves the range. This way the buff stays on the unit as long as it remains close to the caster.
From what I see your immolation buff applied has no duration so it is being applied once and staying there with the initial effect being the 10 dmg so it is being applied once doing 10 damage and just sitting there. Try giving your buff applied some low duration like 1/16 sec.
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tooltip: Deals AoE damage around the caster, drains energy while active (or whatever)
icon: Bearclaw nozzles or something similar
Effect
name: Immolate Damage (amount of damage it does per tick)
type: EffectDamage
amount: 10
Effect
name: Immolate Search (applies the damage effect in a little radius to whatever units your specify)
type: EnumArea
arc: 360
effect: Immolate Damage
radius: 1
exclude value: caster
search filters: check enemy, neutral, or whatever you want it to affect. Scroll through the list and exclude things you don't want it to affect, Invulnerable for example
Validator
name: Has Energy
type: UnitCompareVital
compare: GT
compare type: current
compare value: 0
compare vital: energy
Behavior
name: Immolate (runs the Immolate Search Effect and drains the caster's energy)
type: BehaviorBuff
disable validator array: Has Energy
duration: -1 (stays on until you cancel or run out of energy)
period: 1 (time between periodic behavior effects, 1 per second)
period count: -1 (amount of times the periodic effect can run, infinity)
periodic effect: Immolate Search
vital regen: energy: -1 (amount of energy it drains per second, 1)
Effect
name: Immolate On (applies the Immolate Behavior)
type: ApplyBehavior
behavior: Immolate
Ability
name: Immolate (runs the Immolate On Effect)
type: EffectInstant (doesn't need a target)
command button cancel: Cancel
command button execute: Immolate
flags: check Transient (or your unit will stop moving then cast)
effect: Immolate On
cost vital: energy: 20 (or whatever, the amount of energy it costs to start the effect)
Add the ability to your unit's Command Card and you are good to go...oh wait you need a visual indicator.
Actor
name: Immolating
(shows a fire effect on the caster while Immolate is on)
type: Model, ModelAddition
events:
.behavior.immolate.on
...create
.behavior.immolate.off
...destroy
.actorcreation
...animplay fire [probably stand]
.animdone
...animname fire
...animplay fire [stand]
model: something appropriate, terran building fire or whatever
Actor
name: Immolate Damage
(shows a fire effect when units take damage from Immolate)
type: Model, ModelAnimationStyleOneShot
events:
.effect.immolatedamage.start
...create
model: firebat something something, makes a little fire puff
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I'm trying to add immolate onto a unit. I tried following this guide http://forums.sc2mapster.com/development/data/13547-immolation-spell-wc3/ but a couple details were left out of it so I just tried a few things for the missing pieces. What I did was
Then I give an enemy unit the BehaviorLink = Immolate Aura (Buff). But when I put my unit next to it, I take no damage
does the target unit receive the immolate buff?
Period needs to be equivalent to the rate of fire on a weapon; so if you put it to 0.25, the effect will be applied 4 times a second for 40 DPS. Also, you can skip the whole behavior thing and just apply the damage effect from search area.
@homer_3: Go
I found out that I have to add the behavior to BehaviorArray_Link not BehaviorLink. Or at least BehaviorArray_Link since I left both set. The immolate is only applied once though. Would be nice it it was periodic, although it's not necessary for my current map, it might be useful later.
If you want the immolation to be stackable, you don't need an enemy buff for it, you can go buff -> periodic search each damageinterval-> damage.
If it should be not stackable and have a buff, you usually go buff -> periodic search , interval depends on precision -> apply enemy buff, duration > previous interval, period = damageinterval -> damage.
So basically you re-apply the buff constantly, as long as the unit is in range, and it will expire, when it leaves the range. This way the buff stays on the unit as long as it remains close to the caster.
From what I see your immolation buff applied has no duration so it is being applied once and staying there with the initial effect being the 10 dmg so it is being applied once doing 10 damage and just sitting there. Try giving your buff applied some low duration like 1/16 sec.
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
@homer_3: Go
Button
name: Immolate
tooltip: Deals AoE damage around the caster, drains energy while active (or whatever)
icon: Bearclaw nozzles or something similar
Effect
name: Immolate Damage
(amount of damage it does per tick)
type: EffectDamage
amount: 10
Effect
name: Immolate Search
(applies the damage effect in a little radius to whatever units your specify)
type: EnumArea
arc: 360
effect: Immolate Damage
radius: 1
exclude value: caster
search filters: check enemy, neutral, or whatever you want it to affect. Scroll through the list and exclude things you don't want it to affect, Invulnerable for example
Validator
name: Has Energy
type: UnitCompareVital
compare: GT
compare type: current
compare value: 0
compare vital: energy
Behavior
name: Immolate
(runs the Immolate Search Effect and drains the caster's energy)
type: BehaviorBuff
disable validator array: Has Energy
duration: -1 (stays on until you cancel or run out of energy)
period: 1 (time between periodic behavior effects, 1 per second)
period count: -1 (amount of times the periodic effect can run, infinity)
periodic effect: Immolate Search
vital regen: energy: -1 (amount of energy it drains per second, 1)
Effect
name: Immolate On
(applies the Immolate Behavior)
type: ApplyBehavior
behavior: Immolate
Ability
name: Immolate
(runs the Immolate On Effect)
type: EffectInstant (doesn't need a target)
command button cancel: Cancel
command button execute: Immolate
flags: check Transient (or your unit will stop moving then cast)
effect: Immolate On
cost vital: energy: 20 (or whatever, the amount of energy it costs to start the effect)
Add the ability to your unit's Command Card and you are good to go...oh wait you need a visual indicator.
Actor
name: Immolating
(shows a fire effect on the caster while Immolate is on)
type: Model, ModelAddition
events:
.behavior.immolate.on
...create
.behavior.immolate.off
...destroy
.actorcreation
...animplay fire [probably stand]
.animdone
...animname fire
...animplay fire [stand]
model: something appropriate, terran building fire or whatever
Actor
name: Immolate Damage
(shows a fire effect when units take damage from Immolate)
type: Model, ModelAnimationStyleOneShot
events:
.effect.immolatedamage.start
...create
model: firebat something something, makes a little fire puff