quick question regarding switch effect. i think i read some where that switch effect doesn't actually switch the effects , but stacks them.... is that true? if it is then this should be easy , if not..... what would? (data only)
when i learn an ability with a switch effect , it it possible to have all the effect *STACK* instead of switching them out for the new one??
so that way i can have: (example)
ability = cast a fire ball ( learn Dummy 1, fire ball)
then you can learn Splash ( Learn Dummy 2, splash)
then you can learn BURN ( Learn dummy 3, adds a - BUFF Behaviour,)
i dont want it to be lvl 1 , lvl 2 , lvl 3 cause i need to be able to learn burn and not splash . or splash and not burn .. ect.... depending on what the player wants
basicly have one ability that can have up to XX amount of effects added to it depending on the *dummy* ability that you learn.
can that be done with only switch? or what would be the best EFFECT to allow multiple effect to stack on ONE ability depending on the learned DUMMY ability.
Hope it makes sense. Lol ( im trying to make customizable abilities in game )
I found a tutorial , but he uses *upgrades ands Triggers * I want to use the LEARN and NO triggers.
Both ways work but the data/trigger hybris is probably the most efficient if done right. Although using catalogs would probably be even better. In short use a dummy ability to learn while triggers do the rest of the mods.
i think its easier to just have a SET effect and simply add requirements to each effect in the set effect. ???
Yes, that would be the most logical way to to it. No need for any trigger, just your ability and the upgrades for your optional effects. Essentially, it would probably look like this:
You might want to set it up differently, for instance if you want the targets of your splash to also receive the burn effect, but otherwise it should be as simple as that. Or even replace the search area effect with a damage effect (excluding the target) if you want splash with multiple radius values. It's very flexible, but you get the idea.
Depends how many splash upgrades and +% damage upgrades he wants since with abilities with over 3+ compounded variables using triggers becomes more efficient.
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Depends how many splash upgrades and +% damage upgrades he wants since with abilities with over 3+ compounded variables using triggers becomes more efficient.
That's where the upgrades section of the data editor comes into play! You could very easily setup an upgrade with with as many levels as you'd like (though I believe they're capped at 100 if memory serves right) that extends the radius of your search area or the damage values. All of that without having to touch your ability or its effects at all. I'm sure there might be very specific scenarios where triggers would get the job done more easily, but everything mentioned so far would better be done with just data.
well its gona be *simple* if you wana call it simple.
im only gona have
1 type of Ability ( type Effect - Target ) that links to a *SET effect*
and the *set effect* would have all the different Effects in it as follow.
1 type of direct damage ( requires Direct damage DUMMY ability to be learned )
1 type of splash ( requires splash DUMMY ability to be learned )
1 type of DOT ( burn ) ( requires DOT DUMMY ability to be learned )
1 type of silence ( requires Silence DUMMY ability to be learned )
1 type of Hp Regen ( requires HP Regen DUMMY ability to be learned )
1 type of energy Regen ( requires Energy Regen DUMMY ability to be learned )
(obviously ill need behaviors and multiple effect depending on the effect i wana add )
ect.. you get the idea... and then the Player can decide witch combination he wants to combine.
so like , i take : silence , AOE , HP Regen with the 3 points i have ( now only does 3 effect will show up on target. )
and if you lvl again , you can keep adding combinations as you level up.
I DO NOT want to have to use upgrades... i dont see why i would.
I just wana make sure before i do it : LEARN the dummy ability . add 1 requirement to each effect to check if the dummy ability was learned if it was learned.. ENABLE effect on the ability.
and then use an UPGRADE , if i wana add more LVL to each individual effects.
only problem is i might run out of Room on the learn ability. (20 max) unless i can add 2 learn abilities to 1 hero? or have a trainer train the skills for my hero.
A unit is limited to 32 abilities. A single hero can have 2 learn abilities. Triggers can overcome this cap. Considered a Specialize ability adding buffs?
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and No i haven't considered the *specialize* ability, honestly i haven't even looked at it , ill check it ou, t see if its easier?
but i think
having the ONE ability with multiple effects (with requirements) ( and simply have dummy abilities for the LEARN ) is still pretty strait forward easy to do.
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quick question regarding switch effect. i think i read some where that switch effect doesn't actually switch the effects , but stacks them.... is that true? if it is then this should be easy , if not..... what would? (data only)
when i learn an ability with a switch effect , it it possible to have all the effect *STACK* instead of switching them out for the new one??
so that way i can have: (example)
i dont want it to be lvl 1 , lvl 2 , lvl 3 cause i need to be able to learn burn and not splash . or splash and not burn .. ect.... depending on what the player wants
basicly have one ability that can have up to XX amount of effects added to it depending on the *dummy* ability that you learn.
can that be done with only switch? or what would be the best EFFECT to allow multiple effect to stack on ONE ability depending on the learned DUMMY ability.
Hope it makes sense. Lol ( im trying to make customizable abilities in game )
I found a tutorial , but he uses *upgrades ands Triggers * I want to use the LEARN and NO triggers.
hmm actually ..
i think its easier to just have a SET effect and simply add requirements to each effect in the set effect. ???
Your choice.
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
does ways both work??
i just want to make sure before i spend the next 10hours making all the effects, just to find out it doesn't work . LOL.
Both ways work but the data/trigger hybris is probably the most efficient if done right. Although using catalogs would probably be even better. In short use a dummy ability to learn while triggers do the rest of the mods.
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
Yes, that would be the most logical way to to it. No need for any trigger, just your ability and the upgrades for your optional effects. Essentially, it would probably look like this:
You might want to set it up differently, for instance if you want the targets of your splash to also receive the burn effect, but otherwise it should be as simple as that. Or even replace the search area effect with a damage effect (excluding the target) if you want splash with multiple radius values. It's very flexible, but you get the idea.
Depends how many splash upgrades and +% damage upgrades he wants since with abilities with over 3+ compounded variables using triggers becomes more efficient.
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
That's where the upgrades section of the data editor comes into play! You could very easily setup an upgrade with with as many levels as you'd like (though I believe they're capped at 100 if memory serves right) that extends the radius of your search area or the damage values. All of that without having to touch your ability or its effects at all. I'm sure there might be very specific scenarios where triggers would get the job done more easily, but everything mentioned so far would better be done with just data.
well its gona be *simple* if you wana call it simple.
im only gona have
and the *set effect* would have all the different Effects in it as follow.
(obviously ill need behaviors and multiple effect depending on the effect i wana add )
ect.. you get the idea... and then the Player can decide witch combination he wants to combine.
so like , i take : silence , AOE , HP Regen with the 3 points i have ( now only does 3 effect will show up on target. )
and if you lvl again , you can keep adding combinations as you level up.
I DO NOT want to have to use upgrades... i dont see why i would.
I just wana make sure before i do it : LEARN the dummy ability . add 1 requirement to each effect to check if the dummy ability was learned if it was learned.. ENABLE effect on the ability.
and then use an UPGRADE , if i wana add more LVL to each individual effects.
only problem is i might run out of Room on the learn ability. (20 max) unless i can add 2 learn abilities to 1 hero? or have a trainer train the skills for my hero.
A unit is limited to 32 abilities. A single hero can have 2 learn abilities. Triggers can overcome this cap. Considered a Specialize ability adding buffs?
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
cool thanks a million for the help again guys.
and No i haven't considered the *specialize* ability, honestly i haven't even looked at it , ill check it ou, t see if its easier?
but i think