Hello, ladies and gentlemen ! Here we are again, asking questions and- okay no ones cares.
Most of theses are because i'm going back on the editor, and It's been a looooooong time. No idea where to start and so on.
1) [Buttons]
Is it possible to have dynamic buttons for the same ability, i.e swapping when the unit has a buff?
2) [Effects]
Is it possible to do (data only) an ability that damages the target and heal and ally for a percent of the damage done? Or, more generically, an effect with a value tied with another effect's value ?
3) [Abilities/Effects]
Is it better to have multiple abilities that switch using behaviors or one big using a switch? Like, with Behavior1 the ability will do this, and with Behavior2 it will do that, etc.
4) [Behaviors/Units]
Any data-only way to do a dynamic threat system? Blizzard's basic one (static) or using buffs (all or nothing) isn't really practical...
5) [Units]
How does the armor formula fields work exactly ?
6) [Tons of things]
Diablo-like item sets. No idea where to begin...
7) [Buttons]
Dynamic tooltips. Still a dream?
8) [Effects]
Is there any way to do something based on missing health/energy/shield?
9) [Behaviors/Units]
Any way to do a D3/WoW-like shield system, with no maximum value defined and only an actual shield value?
10) [Behavior]
Still no data-only way to do a temporary shared health ?
3) [Abilities/Effects] Is it better to have multiple abilities that switch using behaviors or one big using a switch? Like, with Behavior1 the ability will do this, and with Behavior2 it will do that, etc.
As far as optimisation goes i have no idea, but for map maintenance and ease of reading i'll say use the switches.
4) [Behaviors/Units] Any data-only way to do a dynamic threat system? Blizzard's basic one (static) or using buffs (all or nothing) isn't really practical...
I want to make a map with a threat system, and i've been thinking about a mix of dynamic and static threat. Having a staking behaviour that targets forces to attack the caster of the higher stack plus adding taunting should provide enough dynamics for the players to enjoy the AI. things like healing or high damage abilities should taunt or just add more stacks for longer. but i don't think you'll need anything fancier for it to be effective.
9) [Behaviors/Units] Any way to do a D3/WoW-like shield system, with no maximum value defined and only an actual shield value
I'm pretty sure i've seen an ability that added shields to the target, regardless if the target already had a shield (say marine) and just refreshed/increased the target's shield if it had one.
1) Depends on the ability. Mostly you will need to use validators or requirements to hide and show the different buttons.
2) No. The closest you can get with a pure data method is with a feedback based ability. Use a data/trigger hybrid rather. That is unless you want a counter based buff system.
3) Rather have one ability with a switch since there is a 64 ability cap so having multiple abilities can quickly chew away at that cap if you want a more complex option tree.
4) Define what you want in a threat system?
5) Read the data forum there are threads that have covered that topic already.
6) Have each item apply a buff that like the bunker range increase adds separate buffs but those buff applications are validated based on what item combos are equipped.
7) There are ways to get it to show damage values but they are never fully dynamic unless you use triggers.
8) Use validators for large chunks, use triggers for a more dynamic range.
9) Sounds more like a UI issue to me.
10) Try the Conjoined behaviour
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
1) You can use upgrades to switch button art/hotkeys/text. Thus what you would do is detect when a buff is applied with triggers and apply an upgrade for that player.
2) What you can do is have an effect target the ally, and have the ally do the damage, and use leech fraction to return the vitals.
3) 1 big one due to the 32 ability per unit limit
4) This involves learning the AI functions and playing around with AI flagging, AI tactical evaluation
5) Not sure
6) Each piece of the set applies a behavior that can stack, so you can track how many pieces equipped. Then each piece also applies a buff (that can not stack) for each set bonus. Each of these will have a validator in the disable field, checking for stacks of the first behavior.
7) Dynamic in what sense? If you mean auto updating values, that can be done with data references. If by changing tooltips with leveling, that is done in the ability itself.
8) In Data only, no, but with triggers, yes.
9) Not sure what this
10) I don't think so, I don't think Conjoined works quite the way you want.
Diablo like items are easy-cakes! Just set tooltip val = StandardTooltip for inventory buttoms in UI XML editor. Then you can hookup this buttons in triggers and use action Set Dialog Item Tooltip like with any dialog-based UI. Now you have dynamic tooltips for inventory buttons!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Next you can do following: when item unit spawned you can create record in data table. The key will be unit's id and the value will be a string value (for example "10 0.3")
The hero unit should have unique dummy behaviour applied!!!!!!!!!!
Next when unit equip this item you can set catalogue fields of this dummy buff to whatever stats item has (for example 1st word from string will define attack bonus second attack speed bonus etc, etc.) So in our case item modify catalogue value of dummy behaviour adding 10 damage and 30% attack speed and the remove and add buff again(this should be done when changing certain behaviour fields in order to apply changes properly). This will be very neat system because all gameplay mechanics will be done with standard data (no trigger damage calculation), and triggers will be involved only when pick up/drop items!!!!!!!!!!!!!!! Also this requires only 1 dummy buff to store all stat changes (just add them up and set catalogue field value)
3) The goal is to have abilities whose effects change depending on a buff the unit may or may not have. The unit itself shouldn't have more than 6-7 abilities if I use a switch, so... I wasn't sure which way would be the most efficient.
4) Something like WoW : the one which generates the most threat will always be prioritized to be attacked. In WoW, tank-classes have a passive buff that increases generated threat, so that they will always be attacked first (if they don't slack).
6) Sounds, uh... Well, I have things to try, this will be one on them I guess.
8) I already did the validator method, so... Disappointed again. Thanks anyway again.
9) Kind of, I agree. It bugs me to have a maximum shield displayed while almost none of my units will have a permanent protoss-like shield.
10) The conjoined behavior can't be cancelled, sadly. Bros for life till death do them part.
Are you sure about this? I can't add 33th ability.
I believe it includes all possible variants of the unit. So if the unit is morphed to or can be morphed from then the limit includes the sum of all abilities on all morph-able forms.
1) If you are using upgrades just use a Catalog trigger instead
2) Hard part would be selecting the ally with an all data method unless you use one ability to add a targeting buff before using a second to deal the damage/heal
3) Remember Blizzard upped the cap in the one patch
Hello, ladies and gentlemen ! Here we are again, asking questions and- okay no ones cares.
Most of theses are because i'm going back on the editor, and It's been a looooooong time. No idea where to start and so on.
1) [Buttons]Is it possible to have dynamic buttons for the same ability, i.e swapping when the unit has a buff?2) [Effects]Is it possible to do (data only) an ability that damages the target and heal and ally for a percent of the damage done? Or, more generically, an effect with a value tied with another effect's value ?4) [Behaviors/Units]Any data-only way to do a dynamic threat system? Blizzard's basic one (static) or using buffs (all or nothing) isn't really practical...6) [Tons of things]Diablo-like item sets. No idea where to begin...7) [Buttons]Dynamic tooltips. Still a dream?8) [Effects]Is there any way to do something based on missing health/energy/shield?9) [Behaviors/Units]Any way to do a D3/WoW-like shield system, with no maximum value defined and only an actual shield value?Thanks a lot !
some of this i'll like to know too
Yes you can and Validators are your friends.
As far as optimisation goes i have no idea, but for map maintenance and ease of reading i'll say use the switches.
I want to make a map with a threat system, and i've been thinking about a mix of dynamic and static threat. Having a staking behaviour that targets forces to attack the caster of the higher stack plus adding taunting should provide enough dynamics for the players to enjoy the AI. things like healing or high damage abilities should taunt or just add more stacks for longer. but i don't think you'll need anything fancier for it to be effective.
There was a post about it, the gist of it was using a periodic event to refresh the catalog with the specific data for the specific player.
I'm pretty sure i've seen an ability that added shields to the target, regardless if the target already had a shield (say marine) and just refreshed/increased the target's shield if it had one.
@ZeShmoutt: Go
1) Depends on the ability. Mostly you will need to use validators or requirements to hide and show the different buttons.
2) No. The closest you can get with a pure data method is with a feedback based ability. Use a data/trigger hybrid rather. That is unless you want a counter based buff system.
3) Rather have one ability with a switch since there is a 64 ability cap so having multiple abilities can quickly chew away at that cap if you want a more complex option tree.
4) Define what you want in a threat system?
5) Read the data forum there are threads that have covered that topic already.
6) Have each item apply a buff that like the bunker range increase adds separate buffs but those buff applications are validated based on what item combos are equipped.
7) There are ways to get it to show damage values but they are never fully dynamic unless you use triggers.
8) Use validators for large chunks, use triggers for a more dynamic range.
9) Sounds more like a UI issue to me.
10) Try the Conjoined behaviour
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) You can use upgrades to switch button art/hotkeys/text. Thus what you would do is detect when a buff is applied with triggers and apply an upgrade for that player.
2) What you can do is have an effect target the ally, and have the ally do the damage, and use leech fraction to return the vitals.
3) 1 big one due to the 32 ability per unit limit
4) This involves learning the AI functions and playing around with AI flagging, AI tactical evaluation
5) Not sure
6) Each piece of the set applies a behavior that can stack, so you can track how many pieces equipped. Then each piece also applies a buff (that can not stack) for each set bonus. Each of these will have a validator in the disable field, checking for stacks of the first behavior.
7) Dynamic in what sense? If you mean auto updating values, that can be done with data references. If by changing tooltips with leveling, that is done in the ability itself.
8) In Data only, no, but with triggers, yes.
9) Not sure what this
10) I don't think so, I don't think Conjoined works quite the way you want.
Diablo like items are easy-cakes! Just set tooltip val = StandardTooltip for inventory buttoms in UI XML editor. Then you can hookup this buttons in triggers and use action Set Dialog Item Tooltip like with any dialog-based UI. Now you have dynamic tooltips for inventory buttons!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Next you can do following: when item unit spawned you can create record in data table. The key will be unit's id and the value will be a string value (for example "10 0.3") The hero unit should have unique dummy behaviour applied!!!!!!!!!! Next when unit equip this item you can set catalogue fields of this dummy buff to whatever stats item has (for example 1st word from string will define attack bonus second attack speed bonus etc, etc.) So in our case item modify catalogue value of dummy behaviour adding 10 damage and 30% attack speed and the remove and add buff again(this should be done when changing certain behaviour fields in order to apply changes properly). This will be very neat system because all gameplay mechanics will be done with standard data (no trigger damage calculation), and triggers will be involved only when pick up/drop items!!!!!!!!!!!!!!! Also this requires only 1 dummy buff to store all stat changes (just add them up and set catalogue field value)
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Thanks for the answers !
@gundrust: Go
4) Didn't thought about a stack system. Thanks for the idea, I'll try things.
7) The less triggers I can use, the better I am... I knew this way but I wanted to be sure there wasn't anything new since.
@DrSuperEvil: Go
2) Meh. I'm disappointed. Thanks anyway.
3) The goal is to have abilities whose effects change depending on a buff the unit may or may not have. The unit itself shouldn't have more than 6-7 abilities if I use a switch, so... I wasn't sure which way would be the most efficient.
4) Something like WoW : the one which generates the most threat will always be prioritized to be attacked. In WoW, tank-classes have a passive buff that increases generated threat, so that they will always be attacked first (if they don't slack).
6) Sounds, uh... Well, I have things to try, this will be one on them I guess.
8) I already did the validator method, so... Disappointed again. Thanks anyway again.
9) Kind of, I agree. It bugs me to have a maximum shield displayed while almost none of my units will have a permanent protoss-like shield.
10) The conjoined behavior can't be cancelled, sadly. Bros for life till death do them part.
@ArcaneDurandel: Go
1) As I said, I want to avoid triggers as much as possible. Yeah, I'm kinda maniac for no reasons.
2) Well... that sounds surprisingly nice... But the ally would get the kill, right ?
6) Sounds nice. I hope applying the same set bonus behavior with multiple pieces won't mess anything.
7) Dynamic so that it changes not only with upgrades and such, but also with behaviors. But it can't. I'm disappointed.
@abvdzh: Go
Well, I think I got it but it sounds really complicated. Also, please... Put some spaces when you write.
Are you sure about this? I can't add 33th ability.
I believe it includes all possible variants of the unit. So if the unit is morphed to or can be morphed from then the limit includes the sum of all abilities on all morph-able forms.
@ArcaneDurandel: Go
1) If you are using upgrades just use a Catalog trigger instead
2) Hard part would be selecting the ally with an all data method unless you use one ability to add a targeting buff before using a second to deal the damage/heal
3) Remember Blizzard upped the cap in the one patch
@ZeShmoutt: Go
3) Switch effects do not add to the cap so use one ability and a few switches
4) Never played WOW, still you could just apply a buff and then play with the Target Sorts data type
5) http://www.sc2mapster.com/forums/development/data/57132-armor-formula-solved/#p1
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 3) The point is that I don't mind the abilities cap, as I should not reach it anyway.
4) Explaining a threat system is hard. I'll have a loot at Target Sorts, and I'll try to find a nice explanation aswell :D
5) Thanks for pointing that thread. Another thing to try.