Make the Damage Reduction behaviour apply a behaviour to the caster every time the caster is hit. Each of the new buffs upon being applied will check to see what the buff count is and if it's 4, 3 or 2 (Depending on the level) will remove the stack and do an AOE damage around the caster.
Make an Apply Behavior effect, set the Effect: Behavior field to the 'Counting' behavior, and set the Handled value under Damage Response + of the 'Damage Reduction' behavior to the new Apply Behavior effect?
Would I need to set the 'Counting' behavior up any special way? What makes it stack? Do I set the Stats: Maximum Stack Count field to the number of stacks I want the 'Counting' behavior to apply? What kind of validator do I use and where to I put it? What removes the stack and how is the damage effect activated?
I've made a Unit Compare Behavior Count Validator to count the stacks of the 'Counting' behavior. Do I need to set the Validator: Unit + to caster, target, or source or does it not make a difference in the context of this ability since the host unit of the ability appears to be all 3?
Yes, that's correct so far. Make sure the Maximum Stack Count is set to at least the amount of hits you want before the next AOE.
What I would do for the next step is a Set effect in the 'Counting' behaviour's Effect: Effect - Inital which has a Unit Compare Behaviour Count which checks how many stacks of the 'Counting' behaviour on the caster. The Set effect would contain a Remove Behaviour effect which removes all the stacks of the 'Counting' behaviour and a Damage effect which causes the AO.
The 'Counting' behavior is not being applied to the unit from Damage Handled from The 'Damage Reduction' behavior. Could it be that the Apply Behavior effect doesn't know what target to apply the 'Counting' behavior too or that my Validator is not set up right? Here's my set up:
Force Conversion (Ability Type: Behavior)
(Basic) Ability: Behaviors + Force Conversion 1 (Behavior)
Force Conversion (1) (behavior) (Behavior Type: Buff)
Combat: Damage Response +:
Chance: 1,
Handled: Force Conversion Stack (1) (Apply Behavior),
Modify Amount: -10
Force Conversion Stack (1) (Apply Behavior)
(Basic) Effect: Behaviors + Force Conversion Stack (1) (Behavior)
Force Conversion Stack (1) (Behavior)
(Basic) Behavior: Validators (Remove) + Force Conversion 3 Stacks or Less (Validator)
(Basic) Effect: Effect - Final Force Conversion (1) (Damage)
(Basic) Stats: Maximum Stack Count: 4
Force Conversion 3 Stacks or Less (Validator)
(Basic) Validator: Behavior Force Conversion Stack (1) (Behavior)
(Basic) Validator: Compare Less Than Or Equal To
(Basic) Validator: Value 3
I thought this might be more simple and straight forward than the set method since the (Basic) Behavior: Validators (Remove) + field removes the behavior if the Validator returns false and the Force Conversion (1) (Damage) should go off when the 'Counting' behavior is removed if its in the (Basic) Effect: Effect - Final field.
Make sure Force Conversion Stack (1) (Apply Behavior) is targeting the caster in the Effect: Unit+ field. Also I wouldn't suggest using the Behavior: Validators (Remove) for the Force Conversion Stack (1) (Behavior) but if you do make sure to set the Combat: Amount field of Force Conversion (1) (Damage) to a quarter of what you want it to be since it will happen four times, once for each of the buffs I think.
I'm having a lot of trouble trying to get the set to go off. I'm not sure if the Validator is not functioning properly or the targets are not set up correctly. I can't figure out what the problem is. I'm totally lost at this point.
The Force Conversion Stack (1) (Behavior) now appears to be applied to the unit via the Damage Response from the Force Conversion (1) (behavior) but I can't tell how many stacks are applied at any given time.
Force Conversion (Ability Type: Behavior)
(Basic) Ability: Behaviors + Force Conversion 1 (Behavior)
Force Conversion (1) (behavior) (Behavior Type: Buff)
Combat: Damage Response +:
Chance: 1,
Handled: Force Conversion Stack (1) (Apply Behavior),
Modify Amount: -10
Force Conversion Stack (1) (Apply Behavior)
(Basic) Effect: Behaviors + Force Conversion Stack (1) (Behavior)
It looks fine. Just add the Force Conversion Equal To 4 Stacks (Validator) validator to the Force Conversion Stacks Initial (1) (Set) set and it should work. You don't need to set the Maximum and Minimum count to anything for the set, those are just if you enable the random flag.
I added the Validator to Effect: Validators of the Force Conversion Stacks Initial (1) (Set) and set values for Effect: Maximum Count and Effect: Minimum Count to 0 but the Force Conversion Stack (1) (Behavior) is still not getting removed.
Solved it. The effect in the Effect: Effect - Initial field only activates when the first buff of the stack is applied, that's why the set isn't activating when the buff count reaches four.
I solved this by creating a Switch effect where the Effect: Cases+ field effect is Force Conversion Stacks Initial (1) (Set) and the validator is Force Conversion Equal To 4 Stacks (Validator) (Both under Effect: Cases+, not the Effect: Validators+ field). Also set the Effect: Default field to Force Conversion Stack (1) (Apply Behavior). Place the Switch effect in the Handled field of Force Conversion (1) (behavior). Final thing, set the Force Conversion Equal To 4 Stacks (Validator)Value field to one less than before, so 3/2/1 for 4/3/2 hits.
Yes, I would love to see the test map. I tried setting it up but still can't get mine to work. Attach the map here or PM me with map or some sharing method please.
I'm trying to create an ability that does the following:
I have some behaviors set up that I think will accomplish the damage reduction aspect of the ability but I'm not too sure what to do next.
I have the Combat: Damage Response + field set up like this:
Is there some way to get the Damage response to fire an effect every number of hits taken by the unit?
Make the Damage Reduction behaviour apply a behaviour to the caster every time the caster is hit. Each of the new buffs upon being applied will check to see what the buff count is and if it's 4, 3 or 2 (Depending on the level) will remove the stack and do an AOE damage around the caster.
How would I set this up? Like this?
Make an Apply Behavior effect, set the Effect: Behavior field to the 'Counting' behavior, and set the Handled value under Damage Response + of the 'Damage Reduction' behavior to the new Apply Behavior effect?
Would I need to set the 'Counting' behavior up any special way? What makes it stack? Do I set the Stats: Maximum Stack Count field to the number of stacks I want the 'Counting' behavior to apply? What kind of validator do I use and where to I put it? What removes the stack and how is the damage effect activated?
I've made a Unit Compare Behavior Count Validator to count the stacks of the 'Counting' behavior. Do I need to set the Validator: Unit + to caster, target, or source or does it not make a difference in the context of this ability since the host unit of the ability appears to be all 3?
Yes, that's correct so far. Make sure the Maximum Stack Count is set to at least the amount of hits you want before the next AOE.
What I would do for the next step is a Set effect in the 'Counting' behaviour's Effect: Effect - Inital which has a Unit Compare Behaviour Count which checks how many stacks of the 'Counting' behaviour on the caster. The Set effect would contain a Remove Behaviour effect which removes all the stacks of the 'Counting' behaviour and a Damage effect which causes the AO.
The 'Counting' behavior is not being applied to the unit from Damage Handled from The 'Damage Reduction' behavior. Could it be that the Apply Behavior effect doesn't know what target to apply the 'Counting' behavior too or that my Validator is not set up right? Here's my set up:
Force Conversion (Ability Type: Behavior)
Force Conversion (1) (behavior) (Behavior Type: Buff)
Force Conversion Stack (1) (Apply Behavior)
Force Conversion Stack (1) (Behavior)
Force Conversion 3 Stacks or Less (Validator)
I thought this might be more simple and straight forward than the set method since the (Basic) Behavior: Validators (Remove) + field removes the behavior if the Validator returns false and the Force Conversion (1) (Damage) should go off when the 'Counting' behavior is removed if its in the (Basic) Effect: Effect - Final field.
I tried removing the Validator. That doesn't seem to be the issue.
Make sure Force Conversion Stack (1) (Apply Behavior) is targeting the caster in the Effect: Unit+ field. Also I wouldn't suggest using the Behavior: Validators (Remove) for the Force Conversion Stack (1) (Behavior) but if you do make sure to set the Combat: Amount field of Force Conversion (1) (Damage) to a quarter of what you want it to be since it will happen four times, once for each of the buffs I think.
I'm having a lot of trouble trying to get the set to go off. I'm not sure if the Validator is not functioning properly or the targets are not set up correctly. I can't figure out what the problem is. I'm totally lost at this point.
The Force Conversion Stack (1) (Behavior) now appears to be applied to the unit via the Damage Response from the Force Conversion (1) (behavior) but I can't tell how many stacks are applied at any given time.
Force Conversion (Ability Type: Behavior)
Force Conversion (1) (behavior) (Behavior Type: Buff)
Force Conversion Stack (1) (Apply Behavior)
Force Conversion Stack (1) (Behavior)
Force Conversion Stacks Initial (1) (Set)
Force Conversion (Remove Behavior)
Force Conversion Equal To 4 Stacks (Validator)
It looks fine. Just add the Force Conversion Equal To 4 Stacks (Validator) validator to the Force Conversion Stacks Initial (1) (Set) set and it should work. You don't need to set the Maximum and Minimum count to anything for the set, those are just if you enable the random flag.
I added the Validator to Effect: Validators of the Force Conversion Stacks Initial (1) (Set) and set values for Effect: Maximum Count and Effect: Minimum Count to 0 but the Force Conversion Stack (1) (Behavior) is still not getting removed.
Solved it. The effect in the Effect: Effect - Initial field only activates when the first buff of the stack is applied, that's why the set isn't activating when the buff count reaches four.
I solved this by creating a Switch effect where the Effect: Cases+ field effect is Force Conversion Stacks Initial (1) (Set) and the validator is Force Conversion Equal To 4 Stacks (Validator) (Both under Effect: Cases+, not the Effect: Validators+ field). Also set the Effect: Default field to Force Conversion Stack (1) (Apply Behavior). Place the Switch effect in the Handled field of Force Conversion (1) (behavior). Final thing, set the Force Conversion Equal To 4 Stacks (Validator) Value field to one less than before, so 3/2/1 for 4/3/2 hits.
I've got a test map if necessary.
Yes, I would love to see the test map. I tried setting it up but still can't get mine to work. Attach the map here or PM me with map or some sharing method please.
Here's the map. I think you'll need to set up an actor if you want to verify the effects are working but they are for me.
IT FUCKING WORKS! HAHAHA! My targets were all fucked up. God bless you Spoolofwhool. I wouldn't have been able to achieve this without your aid.
You're welcome. Feel free to PM me about any more questions regarding the Data Editor.