Hey, I have to give a shout out to the pros here, you guys have helped me off and on, and I'll tell you what, it's really been a gift. I've been able to get a lot better with the Data editor.
Anyway, now I'm trying to do a spell that's a little advanced for me. First, it functions like PDD by having a limited life and a separate energy pool. But I think copying from the PDD would be more cleanup than a boon. So, duration is 60s, energy pool is 200. It's cast from the sentry. I think I can handle all that.
Here's the harder part. It needs to reduce enemy movement speed by 90% for non-massive, non-flying units in its radius. It also need to drain caster energy over time to those (enemy or self) in the radius. And it needs to be invisible until activated. When it is activated, and thus visible, slowing, and draining, it loses its own energy (and dies when that energy reaches 0).
That's the part I don't know what to do. Something about a search radius, but I don't know how to tie it all together. So, any clues what I need to begin?
You would have something along the lines of a Search Area with an effect Set as its search effect (and exclude Massive and Air in the search filters), and one effect in the Set will be a Modify Unit which drains energy from the caster (set that effect's "Impact Unit" to Caster), and the other would be the slow effect. You can put another effect in the set, using a has-0-energy validator, to cause the caster to suicide (you can clone the Suicide effect and put a has-0-energy validator in it).
When I saw the title "Stasis Mine", I really thought you wanted an actual stasis landmine like I made in my map... :)
Give the mine a supressing buff that disables the slow aura and has the cloaking flag on that is removed by an enumerate area validator (when there are enough enemies in the area). The second buff has a compare vital validator that when the energy is 0 it is removed and periodicly uses a search areas effect that then applies a buff to the enemies that alters their time scale to 0.1. On your aura buff also put in a suicide effect as the final effect and a -ve energy regen.
In short
3 buffs (2 for the mine 1 for enemies)
1 search area
1 apply behavior
2 validators
When I saw the title "Stasis Mine", I really thought you wanted an actual stasis landmine like I made in my map... :)
It's closer to "time bomb", except it doesn't effect attack speed. I haven't come up with a serviceable alternative, because it's not actually effecting time ^_^. Slow Vortex, Crawler Vortex, Force Mine? Kinetic Sink? Ha ha ha.
Thanks a lot for the help, guys. Let me repeat it back to you and see if I have it.
Create an aura (I've found an aura tutorial) that reduces enemy speed within the search effect area to .2 or .1 (for 20-10% speed). Put in an effect (type Instant Cast? Suicide?) as the final effect (what designates it as the final effect?). Create a (de)buff that suppresses the aura (what entry field do I use to set it to suppress?). Set the "cloaking' flag on this buff as well. Add a validator asking if there are 0 enemies in the search effect. If there is more than 0, this second debuff is removede. Create a second validator (type "compare vital) that checks if the energy is 0. When it is zero, something (it?) is removed?
Aside from the questions above: What removes energy from the energy pool when applying the first area debuff?
Thought you only wanted it to consume energy when activated and you do not want it to actually slow the units time? Seems I will need to give you a more detailed explanation.
In the first buff under Behavior - Modification - Behaviors Disabled put your second buff. In the Behavior - Modification - State Flags field enable cloaking. In the Behavior - Validators (Remove) field put in an Enumerate Area validator which you base off a copy of NoEnemiesNearby except you alter the Search - Search Filters to exclude air and massive, you also adjust the Search - Areas - Radius to that at which you want your mine to activate. Under the Stats - Flags field you may want to set the behaviour to be hidden.
The second buff under Behavior - Validators (Remove) put in your Unit Compare Vital validator, you can use the existing Caster Has Energy. In the Effect - Effect - Final field put in the Timed Life Fate effect so the unit will suicide when this buff is removed. In the Effect - Effect - Periodic field you put your Search Area effect. Under the Stats - Flags field you may want to set the behaviour to be hidden. Under Stats - Period you should set the imer to 0.4167.
Base your Search Area effect off that of Mothership - Cloaking Field (Search), set the Search - Areas - Effect to your Apply Behavior effect. Adjust the Search - Areas - Radius to that of what you want probably the same or just larger than your Enumerate Area validator. Under Search - Search Filters adjust them according to what you want the aura to hit, I suggest leaving self excluded making air and massive excluded and maybe allowing it to hit allies and player units.
The Apply Behavior effect is pretty easy just set the Behavior - Behavior field to your third buff.
With your third buff set Behavior - Alignment to negative, Stats - Duration to 0.5417, Stats - Time Scale Source - Value to global. Adjust the UI - Icon and UI - Tooltip to whatever you want and the Unit - Modification - Timescale to 0.1 (if you only want move speed to be slowed then ignore this and adjust the Movement - Modification - Movement Speed Multiplier to 0.1).
Thought you only wanted it to consume energy when activated and you do not want it to actually slow the units time? Seems I will need to give you a more detailed explanation.
You are correct. It does not "detonate" as bOne suggested, but only appears and expends energy when activated. When activated it slows enemy movement speed and drains energy from all casters. While active it burns energy. If a unit moves out of the radius, it deactivates and no longer burns energy, forcing the enemy player to exhaust it or wait for the 60 second dispersal.
Testing may alter it to be like he describes, where it doesn't turn off. Except it will still need energy, so EMP can counter it.
Allright! I've managed everything you've said there except 1: I cannot find Behavior - Modification - State Flags
If you want it to deactivate when there are no enemies in the area you need to put the validator in the disable field and not the remove of the first buff. You only give the first two to the mine unit the third one is applied to the targets that you want slowed by the aura of the mine. Sure you have your data editor set according to this:
http://forums.sc2mapster.com/general/wiki-discussion/20995-info-data-editor-fieldnames/#p1
This isn't necessarily directed at you, Dr Cowenstien.
I've almost got an upgrade working. I'm going to write out how it works, maybe a pro can spot the error (I looked for tutorials for this, but the only upgrade tutorial I found was for stuff like armor and weapons). Here's the problem. The research is at the Warren, cost and time are correct, but the swarmer can use it without researching, aaand the research still appears at the warren after having been researched.
Is your button set to restricted in the research ability?
Your requirement also needs more of an explanation.
I prefer to use equals with count upgrade so that show is when the count upgrade is equals to 0.
If your swarmer has adrenalin rush why does the requirement have that the unit must be allowed because if it wasnt then how would it be there to use adrenalin?
Where is the requirement for the research ability?
The requirements in the unit command card do nothing unless it is a passive which is purely for showing dummy buttons.
With the tinting the roses red you want under the actor to put this event Behavior.Your adren buff.On>Set Tint Color (set to red) and Behavior.Your adren buff.off>Set Tint Color (set to white).
1. I do since the behavior is part of your ability
2. Keep it as restricted since that allows the button to be hidden by requirements
3. What I mean is that the way you described your requrement is not clear to me
4. Requirements are simple numerical conditions that must be met for them to be enabled which in turn enables whatever they are put in.
5. Use a requirement based off one of the armor or weapon upgrades for melee like Learn Protoss Ground Armor2. Note how they have an extra node that requires a building which you may not want
6. I advise using something based on the Use Stimpack requirement for actually using the ability and put the requirement in your Effect - Instant ability
7. Under the unit actor for your swarmer you will find three fields called Event - Events - Send, Event - Events - Target and Event - Events - Terms. open up the menu there and right click the menu and click on add event. There is a little yellow flag symbol this is the event (what triggers the action) and a little shutter below which is the action (what happens). You will need two events triggered by Behavior, set the source names to your adren buff and set the sub name of one to on and the other to off. Under the actions set them to Set Tint Color, with the behavior on one you must set the colour to red or whatever you want (a horse of a different colour) and the off one to white so your unit does not stay red when the behavior is gone.
Hey, I have to give a shout out to the pros here, you guys have helped me off and on, and I'll tell you what, it's really been a gift. I've been able to get a lot better with the Data editor.
Anyway, now I'm trying to do a spell that's a little advanced for me. First, it functions like PDD by having a limited life and a separate energy pool. But I think copying from the PDD would be more cleanup than a boon. So, duration is 60s, energy pool is 200. It's cast from the sentry. I think I can handle all that.
Here's the harder part. It needs to reduce enemy movement speed by 90% for non-massive, non-flying units in its radius. It also need to drain caster energy over time to those (enemy or self) in the radius. And it needs to be invisible until activated. When it is activated, and thus visible, slowing, and draining, it loses its own energy (and dies when that energy reaches 0).
That's the part I don't know what to do. Something about a search radius, but I don't know how to tie it all together. So, any clues what I need to begin?
You would have something along the lines of a Search Area with an effect Set as its search effect (and exclude Massive and Air in the search filters), and one effect in the Set will be a Modify Unit which drains energy from the caster (set that effect's "Impact Unit" to Caster), and the other would be the slow effect. You can put another effect in the set, using a has-0-energy validator, to cause the caster to suicide (you can clone the Suicide effect and put a has-0-energy validator in it).
When I saw the title "Stasis Mine", I really thought you wanted an actual stasis landmine like I made in my map... :)
Give the mine a supressing buff that disables the slow aura and has the cloaking flag on that is removed by an enumerate area validator (when there are enough enemies in the area). The second buff has a compare vital validator that when the energy is 0 it is removed and periodicly uses a search areas effect that then applies a buff to the enemies that alters their time scale to 0.1. On your aura buff also put in a suicide effect as the final effect and a -ve energy regen.
In short
3 buffs (2 for the mine 1 for enemies) 1 search area
1 apply behavior
2 validators
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
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It's closer to "time bomb", except it doesn't effect attack speed. I haven't come up with a serviceable alternative, because it's not actually effecting time ^_^. Slow Vortex, Crawler Vortex, Force Mine? Kinetic Sink? Ha ha ha.
Thanks a lot for the help, guys. Let me repeat it back to you and see if I have it.
Create an aura (I've found an aura tutorial) that reduces enemy speed within the search effect area to .2 or .1 (for 20-10% speed). Put in an effect (type Instant Cast? Suicide?) as the final effect (what designates it as the final effect?). Create a (de)buff that suppresses the aura (what entry field do I use to set it to suppress?). Set the "cloaking' flag on this buff as well. Add a validator asking if there are 0 enemies in the search effect. If there is more than 0, this second debuff is removede. Create a second validator (type "compare vital) that checks if the energy is 0. When it is zero, something (it?) is removed?
Aside from the questions above: What removes energy from the energy pool when applying the first area debuff?
Thought you only wanted it to consume energy when activated and you do not want it to actually slow the units time? Seems I will need to give you a more detailed explanation.
In the first buff under Behavior - Modification - Behaviors Disabled put your second buff. In the Behavior - Modification - State Flags field enable cloaking. In the Behavior - Validators (Remove) field put in an Enumerate Area validator which you base off a copy of NoEnemiesNearby except you alter the Search - Search Filters to exclude air and massive, you also adjust the Search - Areas - Radius to that at which you want your mine to activate. Under the Stats - Flags field you may want to set the behaviour to be hidden.
The second buff under Behavior - Validators (Remove) put in your Unit Compare Vital validator, you can use the existing Caster Has Energy. In the Effect - Effect - Final field put in the Timed Life Fate effect so the unit will suicide when this buff is removed. In the Effect - Effect - Periodic field you put your Search Area effect. Under the Stats - Flags field you may want to set the behaviour to be hidden. Under Stats - Period you should set the imer to 0.4167.
Base your Search Area effect off that of Mothership - Cloaking Field (Search), set the Search - Areas - Effect to your Apply Behavior effect. Adjust the Search - Areas - Radius to that of what you want probably the same or just larger than your Enumerate Area validator. Under Search - Search Filters adjust them according to what you want the aura to hit, I suggest leaving self excluded making air and massive excluded and maybe allowing it to hit allies and player units.
The Apply Behavior effect is pretty easy just set the Behavior - Behavior field to your third buff.
With your third buff set Behavior - Alignment to negative, Stats - Duration to 0.5417, Stats - Time Scale Source - Value to global. Adjust the UI - Icon and UI - Tooltip to whatever you want and the Unit - Modification - Timescale to 0.1 (if you only want move speed to be slowed then ignore this and adjust the Movement - Modification - Movement Speed Multiplier to 0.1).
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
does it really need energy? just add a 10 sec or whatever behavior when you activate it and kill it at the end
You are correct. It does not "detonate" as bOne suggested, but only appears and expends energy when activated. When activated it slows enemy movement speed and drains energy from all casters. While active it burns energy. If a unit moves out of the radius, it deactivates and no longer burns energy, forcing the enemy player to exhaust it or wait for the 60 second dispersal.
Testing may alter it to be like he describes, where it doesn't turn off. Except it will still need energy, so EMP can counter it.
Allright! I've managed everything you've said there except 1: I cannot find Behavior - Modification - State Flags
Do I give all behaviors to the spell unit?
Thanks for the excellent explanation!
If you want it to deactivate when there are no enemies in the area you need to put the validator in the disable field and not the remove of the first buff. You only give the first two to the mine unit the third one is applied to the targets that you want slowed by the aura of the mine. Sure you have your data editor set according to this: http://forums.sc2mapster.com/general/wiki-discussion/20995-info-data-editor-fieldnames/#p1
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
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Adjustments made. I also added a third behavior with a duration of 60s and an expire effect of Timed Life Fate.
Awesome! I can think I can handle it from here. DrSuperEvilCow, +2 internets to you, sir.
Yes Mr.Ed, many horses to you since it was my default avatar.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
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^_^
This isn't necessarily directed at you, Dr Cowenstien.
I've almost got an upgrade working. I'm going to write out how it works, maybe a pro can spot the error (I looked for tutorials for this, but the only upgrade tutorial I found was for stuff like armor and weapons). Here's the problem. The research is at the Warren, cost and time are correct, but the swarmer can use it without researching, aaand the research still appears at the warren after having been researched.
Effect (Apply Behavior): Adrenalin Rush Apply Behavior Behavior: Adrenalin Rush
Behavior (Buff): Adrenalin Rush
This is to increase combat abilities at the cost of reducing all armor effects, even researched upgrades. Is this behavior correctly configured?
Abilities (Effect - Instant): Adrenalin Rush
Requirement (ability): Learn Adrenalin Rush Requirement Node Link "Show> AND > Unit Allowed Swarmer > NOT > Type:Count Upgrade - Alias:Evolve Adrenalin Rush Sate:Queued Or Better
Upgrade (Spell Research): Evolve Adrenalin Rush
Ability (Research): Swarm Warren Reseach
Unit (Structure): Swarm Warren It's in the abilities list and set on the command card.
Unit (Unit): Swarmer It's in the abilities list and set on the command card, like so:
Anyone Spot the hole? In addition, I want it to tint the unit red for the duration.
Your first ability should reduce armor to 0?
Is your button set to restricted in the research ability?
Your requirement also needs more of an explanation.
I prefer to use equals with count upgrade so that show is when the count upgrade is equals to 0.
If your swarmer has adrenalin rush why does the requirement have that the unit must be allowed because if it wasnt then how would it be there to use adrenalin?
Where is the requirement for the research ability?
The requirements in the unit command card do nothing unless it is a passive which is purely for showing dummy buttons.
With the tinting the roses red you want under the actor to put this event Behavior.Your adren buff.On>Set Tint Color (set to red) and Behavior.Your adren buff.off>Set Tint Color (set to white).
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
1: By "Ability" do you mean "Behavior"?
2: Apparently It is. Changing that to "Available", correct?
3: How do you do that?
4: I based the requirement off of Stim. Unlike some of these other things, I have no idea how a requirement works.
5: What requirement does it need?
6: Okay, I see. How do we restrict the swarmer from using the adrenalin ability before the research.
7: Under the swarmer actor (roach) there is no "event - behavior" or "behavior" field.
I owe you a milkshake or something.
1. I do since the behavior is part of your ability
2. Keep it as restricted since that allows the button to be hidden by requirements
3. What I mean is that the way you described your requrement is not clear to me
4. Requirements are simple numerical conditions that must be met for them to be enabled which in turn enables whatever they are put in.
5. Use a requirement based off one of the armor or weapon upgrades for melee like Learn Protoss Ground Armor2. Note how they have an extra node that requires a building which you may not want
6. I advise using something based on the Use Stimpack requirement for actually using the ability and put the requirement in your Effect - Instant ability
7. Under the unit actor for your swarmer you will find three fields called Event - Events - Send, Event - Events - Target and Event - Events - Terms. open up the menu there and right click the menu and click on add event. There is a little yellow flag symbol this is the event (what triggers the action) and a little shutter below which is the action (what happens). You will need two events triggered by Behavior, set the source names to your adren buff and set the sub name of one to on and the other to off. Under the actions set them to Set Tint Color, with the behavior on one you must set the colour to red or whatever you want (a horse of a different colour) and the off one to white so your unit does not stay red when the behavior is gone.
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