I want to delay some damage, while a buff is active...
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So, a buff with a damage response that gives another buff, that when it ends gives damage. Sounds about right? doesnt it?
Well, now theres a new problem.
When the hero die, i want him resurrect. So ive used the valerian death prevention technique.
The damage is applied when the stim buff behaviour ends, so that the more you stim, the more possible damage you can apply to yourself if your uncarefull. But for some reason, it seems to ignore the valerian death prevention. Yet so far, nothing have affected the behaviour, so clearly, something is wrong.
There is a basic behaviour in one of the campaigns that, whenever you take fatal damage, you a revived and slowly healed. Theres many ways to revive youre hero in the editor. But i have chosen the way of this behaviour. Many guides reference this as the valerian death prevention method.
Basicly a behaviour with the handeled response to give you another behaviour that makes you incapacitated while you heal.
When the fatal damage is taken, the damage fraction is 0. Which should give you zero damage. Not that ive checked for spelldamage (se below).
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How my ability works, and why im posting my question -
My ability works so that, whenever you have stimpack, and take damage, a little of the damage is "saved" for later via a behaviour that is given to you through the handled response of the stim behaviour.
So, stim behaviour that gives bonuses and whenever you are damage via a non spell damage source, you are given the behaviour "later damage response" which, when the stim ends gives you 1 spell damage. (Preventing any looping).
But for some reason, when my hero takes fatal damage, instead of taking zero damage (as the damage fraction suggests). He dies. Which i find strange, and is why i have decided to take the question to the forum. My first hunch is that the damage is somehow applied before the response (indicating that the damage fraction would not matter). I do not know how the exhausted damage response work fully either, so that is a very real option aswell. Other sollutions or problems that might cause this, im not sure of. Ive only been working with the editor for a bout half a year, so im not very skilled at it.
It has a validator already, prevening it giving damage if the target unit is a invulerable unit (filter validator). Which is a part of the incapacitated (revive) behaviour.
i guess now i get it, so your unit gets into the state of incapacitated but then dies due to the damage? i thought it dies right away.
try validating the buff. (did you set the validator to the right unit? the validator is directly on the damage effect?)
Did you make sure your damage response buff responds to all types of damage effects? You can check this in the Damage Response behavior field right above the modifiers around the handle effect. All damage types should be ticked...
It removes all types of damage. I however discovered after much searching that the buff behaviour was negative. To remove all types of damages and prevent similar problems, the delay damage buff was a negative buff. However, the negative buffs are removed before the incapacitated buff is applied. Meaning, it didnt matter that i had put validators, seeing as when the damage was applied, there were no incapacitated buff to save the hero. (would normally prevent the damage). It was all just a problem with in what order the buff, removing of buffs, and damage was applied.
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The effect order tree (i think).
Stim : When damaged gives delay damage buff.
All negative buffs are removed (including stim and delay damage).
Remove the delay damage response buff, with the final effect to apply damage.
The hero is applied even more damage (the revive behaviour on cooldown, because of that it "costs" to be revived.)
Because the revive behaviour is on cooldown, and its in the process of removing buffs, and it takes fatal damage again, the character is killed.
I want to delay some damage, while a buff is active...
--So, a buff with a damage response that gives another buff, that when it ends gives damage. Sounds about right? doesnt it?
Well, now theres a new problem.
When the hero die, i want him resurrect. So ive used the valerian death prevention technique.
The damage is applied when the stim buff behaviour ends, so that the more you stim, the more possible damage you can apply to yourself if your uncarefull. But for some reason, it seems to ignore the valerian death prevention. Yet so far, nothing have affected the behaviour, so clearly, something is wrong.
Is it something with behaviours?
Can i prevent the damage from being dealt?
What exactly is the valerian death prevention technique?
You're saying your stimpack ability deals damage at the end of the buff?
You're saying your stimpack ability stacks and deals more damage with more buffs?
@Necromoni: Go
The valerian death prevention technique -
There is a basic behaviour in one of the campaigns that, whenever you take fatal damage, you a revived and slowly healed. Theres many ways to revive youre hero in the editor. But i have chosen the way of this behaviour. Many guides reference this as the valerian death prevention method. Basicly a behaviour with the handeled response to give you another behaviour that makes you incapacitated while you heal. When the fatal damage is taken, the damage fraction is 0. Which should give you zero damage. Not that ive checked for spelldamage (se below).
-----How my ability works, and why im posting my question -
My ability works so that, whenever you have stimpack, and take damage, a little of the damage is "saved" for later via a behaviour that is given to you through the handled response of the stim behaviour. So, stim behaviour that gives bonuses and whenever you are damage via a non spell damage source, you are given the behaviour "later damage response" which, when the stim ends gives you 1 spell damage. (Preventing any looping).
But for some reason, when my hero takes fatal damage, instead of taking zero damage (as the damage fraction suggests). He dies. Which i find strange, and is why i have decided to take the question to the forum. My first hunch is that the damage is somehow applied before the response (indicating that the damage fraction would not matter). I do not know how the exhausted damage response work fully either, so that is a very real option aswell. Other sollutions or problems that might cause this, im not sure of. Ive only been working with the editor for a bout half a year, so im not very skilled at it.
@Sendlirn: Go
does your preventing buff work with normal damage? otherwise i would suggest to add a validator to your dmg effect that checks the HP of your unit.
@FunkyUserName: Go
It has a validator already, prevening it giving damage if the target unit is a invulerable unit (filter validator). Which is a part of the incapacitated (revive) behaviour.
@Sendlirn: Go
i guess now i get it, so your unit gets into the state of incapacitated but then dies due to the damage? i thought it dies right away.
try validating the buff. (did you set the validator to the right unit? the validator is directly on the damage effect?)
Did you make sure your damage response buff responds to all types of damage effects? You can check this in the Damage Response behavior field right above the modifiers around the handle effect. All damage types should be ticked...
@Necromoni: Go
It removes all types of damage. I however discovered after much searching that the buff behaviour was negative. To remove all types of damages and prevent similar problems, the delay damage buff was a negative buff. However, the negative buffs are removed before the incapacitated buff is applied. Meaning, it didnt matter that i had put validators, seeing as when the damage was applied, there were no incapacitated buff to save the hero. (would normally prevent the damage). It was all just a problem with in what order the buff, removing of buffs, and damage was applied.
---------The effect order tree (i think).
Stim : When damaged gives delay damage buff.
All negative buffs are removed (including stim and delay damage).
Remove the delay damage response buff, with the final effect to apply damage.
The hero is applied even more damage (the revive behaviour on cooldown, because of that it "costs" to be revived.)
Because the revive behaviour is on cooldown, and its in the process of removing buffs, and it takes fatal damage again, the character is killed.
The hero dies.
If the hero didnt die, apply incapacitated buff.
-----Mystery solved.