I am working on a new ability which steals a target units state. I.E. all negative and positive buffs attached to that unit.
I've decided to do it in triggers since its rather complex, and because honestly, I have no idea how you would do such a thing in DATA.
I've done a simple select each behavior in the target units behavior index function. That way I can just do a quick loop, add all the behaviors active, and then after the timer has expired, remove the behaviors.
The problem is at the end of the timer it removes ALL the behaviors from the caster, not just the ones that were added. I tried storing the targets behavior information as a variable but to no avail.
If there is a DATA solution I am open. At the end of the timer an easy solution would be to add back the casters original default behaviors but the biggest problem of all is that the caster loses its "Hero Veterancy" Behavior which then causes it to lose ALL of its experience.
I'd really rather not get into the whole complex storing your experience before and adding it back after as that could make complicated issues when you die etc.
Basically I need to transfer ALL behaviors on the target unit whether positive or negative.
If that effect works, I wouldn't need triggers at all. However, from what I see, the effect only transfers 1 behavior at a time. With a game that has a lot of behaviors that would be very difficult.
I am working on a new ability which steals a target units state. I.E. all negative and positive buffs attached to that unit.
I've decided to do it in triggers since its rather complex, and because honestly, I have no idea how you would do such a thing in DATA.
I've done a simple select each behavior in the target units behavior index function. That way I can just do a quick loop, add all the behaviors active, and then after the timer has expired, remove the behaviors.
The problem is at the end of the timer it removes ALL the behaviors from the caster, not just the ones that were added. I tried storing the targets behavior information as a variable but to no avail.
If there is a DATA solution I am open. At the end of the timer an easy solution would be to add back the casters original default behaviors but the biggest problem of all is that the caster loses its "Hero Veterancy" Behavior which then causes it to lose ALL of its experience.
I'd really rather not get into the whole complex storing your experience before and adding it back after as that could make complicated issues when you die etc.
You mean the Transfer Behaviour effect type? How many different buffs you talking about transferring?
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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
I didn't realize such an effect existed.
Basically I need to transfer ALL behaviors on the target unit whether positive or negative.
If that effect works, I wouldn't need triggers at all. However, from what I see, the effect only transfers 1 behavior at a time. With a game that has a lot of behaviors that would be very difficult.
On the plus side it can maintain the duration the buff had.
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
So make it triggers + data.
Repeat the effect using triggers as long as there is at least one buff on the target.
Issue is you need to specify the behaviour using data.
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