Yeah, damage response is the way to go. Make sure you set the odds of the event occuring to 1 at the top, and location of effect, change that to attacker, from defender. In the field where you choose what effect to be triggered put the damage effect (or set of effects) that you want to be initialized on the attacker.
i know this thread is old, but i thought it might be more useful if i use this instead of creating a new thread.
i am currently working on some hero abilities myself, also a thorns ability, and because i like the "data editor only" approach on abilities more than using triggers, i thought about another way to create a thorns like ability - only data editor based.
i didnt tested it yet, because i dont really know if this could work - but here is what i thought, just need some feedback if that might actually work:
unit A -> dummy behavior "thorns 10%"
unit B -> "thorns response 10%" behavior, applied if attacked unit has the "thorns 10%" behaviour
"thorn response 10%" behavior has just one damage modification - vital leeched from damage dealt = -0.10
instead of leeching life on his attacks he looses .10 of his damage done to the unit that has the thorns ability.
im trying to figure out how to apply the behaviours etc. now, but that might be a working data approach i think.
something i might have missed? ideas how to apply them etc..?
Eh, I know this is an old thread but I just thought I would clear up the solution a little bit more should anyone stumble across this thread in the future:
On your behavior change the following:
Behavior > Combat: Damage Response
- Chance: Set chance to whatever you want the chance to be, 1 for 100%
- Handled: Set here the effect you want to be executed on the attacking unit, such as a Damage effect.
- Kind: Leave checked-in the kind of damage that you want to trigger the thorns effect. Ex. only ranged attackers or only spell damage will trigger the effect if only Ranged and Spell are checked-in.
Problem is the effect handled only applies after the damage so nega leeching is pointless. One solution would be to apply it like the mothership cloaking aura but disable the buff unless the source is attacking the caster via a Unit Compare Order Queue validator.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
To stay with the true nature of the the "thorns" aura, how do you make it so the aura only damages attackers doing melee damage? Or, more simply, only effect targets that are at most 1 range away? What type of validator would this use?
Location Range or Unit Compare Field Although the second one would need to be set up to search for every melee weapon there is while the first one would also allow range weapons to have reflected damage at close range.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
i know this thread is old, but i thought it might be more useful if i use this instead of creating a new thread.
i am currently working on some hero abilities myself, also a thorns ability, and because i like the "data editor only" approach on abilities more than using triggers, i thought about another way to create a thorns like ability - only data editor based.
i didnt tested it yet, because i dont really know if this could work - but here is what i thought, just need some feedback if that might actually work:
unit A -> dummy behavior "thorns 10%"
unit B -> "thorns response 10%" behavior, applied if attacked unit has the "thorns 10%" behaviour
"thorn response 10%" behavior has just one damage modification - vital leeched from damage dealt = -0.10
instead of leeching life on his attacks he looses .10 of his damage done to the unit that has the thorns ability.
im trying to figure out how to apply the behaviours etc. now, but that might be a working data approach i think.
something i might have missed? ideas how to apply them etc..?
I have made a working Thorn's Aura. I made it with your idea. Basically what i did was make 2 auras. 1 for friendly units and 1 for enemies.
The friendly one does nothing except showing an aura. The enemy aura has a modification which uses modifictation - vital leeched from damage dealt. My aura returns 35% to melee attackers so i set it to -0.35. Which means the attacker gets 0.35 damage per dealt damage. Very nice solution.
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First of all, Hi everyone! I have been reading the many tutorials on SC2Mapster for some time and they have been of Great use for a starter like me.
I am making a heroes-based map with new abilities and such. I ran into a problem when creating an ability for my firebat hero.
I don't know how to make this : a behavior on a unit that make attacking units take damage
Exemple : A zergling attack the hero and at each attack take some damage itself because the armor of the hero is extremely Hot.
Probably you could use the Damage Response option on the Behavior, but I didn't used it yet.
You can use a simple trigger to get that effect.
Yeah, damage response is the way to go. Make sure you set the odds of the event occuring to 1 at the top, and location of effect, change that to attacker, from defender. In the field where you choose what effect to be triggered put the damage effect (or set of effects) that you want to be initialized on the attacker.
Thanx! I'll try that
hey guys.
i know this thread is old, but i thought it might be more useful if i use this instead of creating a new thread.
i am currently working on some hero abilities myself, also a thorns ability, and because i like the "data editor only" approach on abilities more than using triggers, i thought about another way to create a thorns like ability - only data editor based.
i didnt tested it yet, because i dont really know if this could work - but here is what i thought, just need some feedback if that might actually work:
unit A -> dummy behavior "thorns 10%"
unit B -> "thorns response 10%" behavior, applied if attacked unit has the "thorns 10%" behaviour
"thorn response 10%" behavior has just one damage modification - vital leeched from damage dealt = -0.10
instead of leeching life on his attacks he looses .10 of his damage done to the unit that has the thorns ability.
im trying to figure out how to apply the behaviours etc. now, but that might be a working data approach i think.
something i might have missed? ideas how to apply them etc..?
Eh, I know this is an old thread but I just thought I would clear up the solution a little bit more should anyone stumble across this thread in the future:
On your behavior change the following:
Behavior > Combat: Damage Response
- Chance: Set chance to whatever you want the chance to be, 1 for 100%
- Handled: Set here the effect you want to be executed on the attacking unit, such as a Damage effect.
- Kind: Leave checked-in the kind of damage that you want to trigger the thorns effect. Ex. only ranged attackers or only spell damage will trigger the effect if only Ranged and Spell are checked-in.
- Location: Set to Defender
Problem is the effect handled only applies after the damage so nega leeching is pointless. One solution would be to apply it like the mothership cloaking aura but disable the buff unless the source is attacking the caster via a Unit Compare Order Queue validator.
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
To stay with the true nature of the the "thorns" aura, how do you make it so the aura only damages attackers doing melee damage? Or, more simply, only effect targets that are at most 1 range away? What type of validator would this use?
<Click Here> To See My Epic Single Player Campaign (LifeForceCampaign.com)
Location Range or Unit Compare Field Although the second one would need to be set up to search for every melee weapon there is while the first one would also allow range weapons to have reflected damage at close range.
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
@Bilxor: Go
The damage response fields have filters that you can set which control whether melee, ranged, spell, or splash damage is affected.