Ok i created behavior with damage response that modifing dmg fraction, and i have an upgrade that has 95 levels and each level increases chance by 0.01 and increasing fraction by 0.05 and what i get, fraction changes and chance not ;( but field says can be upgraded, what im doing wrong?
Ok i found one way to do it with 19 behaviors, 2 trigger functions and 1 global variable, its working but im not sure if it cause laggs on bnet and this way i can do it only with numbers that equals 5 because its pain in ass to create 95 or 100 behaviors.
05%CriticalStrike-CoreBehavior10%CriticalStrike-CoreBehavior15%CriticalStrike-CoreBehavior20%CriticalStrike-CoreBehavior25%CriticalStrike-CoreBehavior30%CriticalStrike-CoreBehavior35%CriticalStrike-CoreBehavior40%CriticalStrike-CoreBehavior45%CriticalStrike-CoreBehavior50%CriticalStrike-CoreBehavior55%CriticalStrike-CoreBehavior60%CriticalStrike-CoreBehavior65%CriticalStrike-CoreBehavior70%CriticalStrike-CoreBehavior75%CriticalStrike-CoreBehavior80%CriticalStrike-CoreBehavior85%CriticalStrike-CoreBehavior90%CriticalStrike-CoreBehavior95%CriticalStrike-CoreBehaviorCRITICALSTRIKECHANCE=5<Integer[ALL.PLAYERS]>
Remove Critical Strike Chance from Unit
Options: Action
Return Type: (None)
Parameters
PLAYER = 0 <Integer>
UNIT = No Unit <Unit>
Grammar Text: Remove Critical Strike Chance from Unit(PLAYER, UNIT)
Hint Text: (None)
Custom Script Code
Local Variables
Actions
Unit - Remove 1 05% Critical Strike - Core Behavior from UNIT from player PLAYER
Unit - Remove 1 10% Critical Strike - Core Behavior from UNIT from player PLAYER
Unit - Remove 1 15% Critical Strike - Core Behavior from UNIT from player PLAYER
Unit - Remove 1 20% Critical Strike - Core Behavior from UNIT from player PLAYER
Unit - Remove 1 25% Critical Strike - Core Behavior from UNIT from player PLAYER
Unit - Remove 1 30% Critical Strike - Core Behavior from UNIT from player PLAYER
Unit - Remove 1 35% Critical Strike - Core Behavior from UNIT from player PLAYER
Unit - Remove 1 40% Critical Strike - Core Behavior from UNIT from player PLAYER
Unit - Remove 1 45% Critical Strike - Core Behavior from UNIT from player PLAYER
Unit - Remove 1 50% Critical Strike - Core Behavior from UNIT from player PLAYER
Unit - Remove 1 55% Critical Strike - Core Behavior from UNIT from player PLAYER
Unit - Remove 1 60% Critical Strike - Core Behavior from UNIT from player PLAYER
Unit - Remove 1 65% Critical Strike - Core Behavior from UNIT from player PLAYER
Unit - Remove 1 70% Critical Strike - Core Behavior from UNIT from player PLAYER
Unit - Remove 1 75% Critical Strike - Core Behavior from UNIT from player PLAYER
Unit - Remove 1 80% Critical Strike - Core Behavior from UNIT from player PLAYER
Unit - Remove 1 85% Critical Strike - Core Behavior from UNIT from player PLAYER
Unit - Remove 1 90% Critical Strike - Core Behavior from UNIT from player PLAYER
Unit - Remove 1 95% Critical Strike - Core Behavior from UNIT from player PLAYER
Set Critical Strike Chance to Unit
Options: Action
Return Type: (None)
Parameters
PLAYER = 0 <Integer>
UNIT = No Unit <Unit>
Grammar Text: Set Critical Strike Chance to Characters(PLAYER, UNIT)
Hint Text: (None)
Custom Script Code
Local Variables
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
CHST. SR.CRITICAL STRIKE CHANCE[PLAYER] == 5
Then
Function - Remove Critical Strike Chance from Unit(PLAYER, UNIT)
Unit - Add 1 05% Critical Strike - Core Behavior to UNIT from player PLAYER
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
CHST. SR.CRITICAL STRIKE CHANCE[PLAYER] == 10
Then
Function - Remove Critical Strike Chance from Unit(PLAYER, UNIT)
Unit - Add 1 10% Critical Strike - Core Behavior to UNIT from player PLAYER
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
CHST. SR.CRITICAL STRIKE CHANCE[PLAYER] == 15
Then
Function - Remove Critical Strike Chance from Unit(PLAYER, UNIT)
Unit - Add 1 15% Critical Strike - Core Behavior to UNIT from player PLAYER
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
CHST. SR.CRITICAL STRIKE CHANCE[PLAYER] == 20
Then
Function - Remove Critical Strike Chance from Unit(PLAYER, UNIT)
Unit - Add 1 20% Critical Strike - Core Behavior to UNIT from player PLAYER
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
CHST. SR.CRITICAL STRIKE CHANCE[PLAYER] == 25
Then
Function - Remove Critical Strike Chance from Unit(PLAYER, UNIT)
Unit - Add 1 25% Critical Strike - Core Behavior to UNIT from player PLAYER
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
CHST. SR.CRITICAL STRIKE CHANCE[PLAYER] == 30
Then
Function - Remove Critical Strike Chance from Unit(PLAYER, UNIT)
Unit - Add 1 30% Critical Strike - Core Behavior to UNIT from player PLAYER
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
CHST. SR.CRITICAL STRIKE CHANCE[PLAYER] == 35
Then
Function - Remove Critical Strike Chance from Unit(PLAYER, UNIT)
Unit - Add 1 35% Critical Strike - Core Behavior to UNIT from player PLAYER
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
CHST. SR.CRITICAL STRIKE CHANCE[PLAYER] == 40
Then
Function - Remove Critical Strike Chance from Unit(PLAYER, UNIT)
Unit - Add 1 40% Critical Strike - Core Behavior to UNIT from player PLAYER
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
CHST. SR.CRITICAL STRIKE CHANCE[PLAYER] == 45
Then
Function - Remove Critical Strike Chance from Unit(PLAYER, UNIT)
Unit - Add 1 45% Critical Strike - Core Behavior to UNIT from player PLAYER
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
CHST. SR.CRITICAL STRIKE CHANCE[PLAYER] == 50
Then
Function - Remove Critical Strike Chance from Unit(PLAYER, UNIT)
Unit - Add 1 50% Critical Strike - Core Behavior to UNIT from player PLAYER
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
CHST. SR.CRITICAL STRIKE CHANCE[PLAYER] == 55
Then
Function - Remove Critical Strike Chance from Unit(PLAYER, UNIT)
Unit - Add 1 55% Critical Strike - Core Behavior to UNIT from player PLAYER
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
CHST. SR.CRITICAL STRIKE CHANCE[PLAYER] == 60
Then
Function - Remove Critical Strike Chance from Unit(PLAYER, UNIT)
Unit - Add 1 60% Critical Strike - Core Behavior to UNIT from player PLAYER
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
CHST. SR.CRITICAL STRIKE CHANCE[PLAYER] == 65
Then
Function - Remove Critical Strike Chance from Unit(PLAYER, UNIT)
Unit - Add 1 65% Critical Strike - Core Behavior to UNIT from player PLAYER
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
CHST. SR.CRITICAL STRIKE CHANCE[PLAYER] == 70
Then
Function - Remove Critical Strike Chance from Unit(PLAYER, UNIT)
Unit - Add 1 70% Critical Strike - Core Behavior to UNIT from player PLAYER
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
CHST. SR.CRITICAL STRIKE CHANCE[PLAYER] == 75
Then
Function - Remove Critical Strike Chance from Unit(PLAYER, UNIT)
Unit - Add 1 75% Critical Strike - Core Behavior to UNIT from player PLAYER
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
CHST. SR.CRITICAL STRIKE CHANCE[PLAYER] == 80
Then
Function - Remove Critical Strike Chance from Unit(PLAYER, UNIT)
Unit - Add 1 80% Critical Strike - Core Behavior to UNIT from player PLAYER
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
CHST. SR.CRITICAL STRIKE CHANCE[PLAYER] == 85
Then
Function - Remove Critical Strike Chance from Unit(PLAYER, UNIT)
Unit - Add 1 85% Critical Strike - Core Behavior to UNIT from player PLAYER
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
CHST. SR.CRITICAL STRIKE CHANCE[PLAYER] == 90
Then
Function - Remove Critical Strike Chance from Unit(PLAYER, UNIT)
Unit - Add 1 90% Critical Strike - Core Behavior to UNIT from player PLAYER
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
CHST. SR.CRITICAL STRIKE CHANCE[PLAYER] == 95
Then
Function - Remove Critical Strike Chance from Unit(PLAYER, UNIT)
Unit - Add 1 95% Critical Strike - Core Behavior to UNIT from player PLAYER
Else
Yes that does seems like a tedious way of doing it. Let me try to make a demo and see if I can do it your first method.
Edit: I have attached the demo I made. It took a while because I couldnt figure out how to display a decimal effect value, so I modified the zerg flying attack upgrades for the mutalisk to show a result. When you try the map it will change from 0 to 1 because I couldn't figure out the decimal part.
Yes that does seems like a tedious way of doing it. Let me try to make a demo and see if I can do it your first method.
Edit: I have attached the demo I made. It took a while because I couldnt figure out how to display a decimal effect value, so I modified the zerg flying attack upgrades for the mutalisk to show a result. When you try the map it will change from 0 to 1 because I couldn't figure out the decimal part.
hm looks like u r upgrading Damage Effect chance field and im trying to upgrade behaviors damage responce chance.
and ur demo shows that damage chance value works like a boolean, i tried different values but it always equals 1 or 0.
Ok i created behavior with damage response that modifing dmg fraction, and i have an upgrade that has 95 levels and each level increases chance by 0.01 and increasing fraction by 0.05 and what i get, fraction changes and chance not ;( but field says can be upgraded, what im doing wrong?
@uroboros1987: Go
Sounds like you have a small error you're not noticing, maybe you don't have the 0.01 in the increase section and it's setting it to 0.01 instead.
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nope, im adding. i tried to set it but it also didnt work
Ok i found one way to do it with 19 behaviors, 2 trigger functions and 1 global variable, its working but im not sure if it cause laggs on bnet and this way i can do it only with numbers that equals 5 because its pain in ass to create 95 or 100 behaviors.
Yes that does seems like a tedious way of doing it. Let me try to make a demo and see if I can do it your first method.
Edit: I have attached the demo I made. It took a while because I couldnt figure out how to display a decimal effect value, so I modified the zerg flying attack upgrades for the mutalisk to show a result. When you try the map it will change from 0 to 1 because I couldn't figure out the decimal part.
New to the Editor? Need a tutorial? Click Here
Want data assets? Click Here
hm looks like u r upgrading Damage Effect chance field and im trying to upgrade behaviors damage responce chance. and ur demo shows that damage chance value works like a boolean, i tried different values but it always equals 1 or 0.
I made something, then I realized - too late - that you were talking about an ability, and not a weapon.
Still, could be useful.