Hey guys, I've been wondering if there's any way on doing it. I have an behavior with a validator of type enymerate area which comperes that there are at least 3 enemies units over a 10 area of the caster. I'd like to apply the buff to the caster but via a passive button that I have created. In the command card I have de button with type passive and on "Behavior" field I've placed my behavior. The problem is that behavior is ot appling to the caster when the validator is true (I mean, there are at least 3 enemies over a 10 area from caster). I don't know what is happening with this but maybe its a problem with the validator.
This should already be documented. Have you tried the wiki or searching?
Anyway, buffs are applied through the Behavior: Behaviors+ field, the button is purely cosmetic.
The validator goes in the Deactivate field so you don't lose the buff permanently. If you paid attention to the tooltip, you'd notice it deactivates if the validator returns false. You can easily invert the logic through the Compare operator on the validator if need be.
Thank, I already knew where behavior or validator goes but I only wanted to know an alternative, but know that you have explained to me, that is the only way :)
Thank you very much.
I ran into the same issue. I made the passive an ability that gets auto cast and applies the passive. A rather rough workaround but it gets the job done. Could you show a picture of the command card (editor version) with that ability in question and the editor screenshot of it?
If you want a button to represent a passive buff, there are 2 main options, in both cases you set the button type to Passive: You can add the buff in question to the Behavior: line, this will cause the button to be colored if the unit has the specified behavior, and greyed out otherwise. The second option is to use the Requirements: field, which works the same as all other buttons (except clicking it while it's colored doesn't do anything), this is often used with researchable passives as the Requirement can show what is needed to unlock it. You can probably combine the two, using a Show Requirement to hide the button completely and the Behavior field to grey it out, which might be useful for passives with a toggle components (e.g. stationary cloaking, proximity-based buffs)
For levelable heroes people sometimes use a Behavior type Ability with the "Toggled On" flag checked (and possibly "Transient"), because this can interact with Learn abilities.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Hey guys, I've been wondering if there's any way on doing it. I have an behavior with a validator of type enymerate area which comperes that there are at least 3 enemies units over a 10 area of the caster. I'd like to apply the buff to the caster but via a passive button that I have created. In the command card I have de button with type passive and on "Behavior" field I've placed my behavior. The problem is that behavior is ot appling to the caster when the validator is true (I mean, there are at least 3 enemies over a 10 area from caster). I don't know what is happening with this but maybe its a problem with the validator.
Thanks in advanced.
This should already be documented. Have you tried the wiki or searching?
Anyway, buffs are applied through the Behavior: Behaviors+ field, the button is purely cosmetic.
The validator goes in the Deactivate field so you don't lose the buff permanently. If you paid attention to the tooltip, you'd notice it deactivates if the validator returns false. You can easily invert the logic through the Compare operator on the validator if need be.
Thank, I already knew where behavior or validator goes but I only wanted to know an alternative, but know that you have explained to me, that is the only way :) Thank you very much.
@TheSC2Maniac: Go
I ran into the same issue. I made the passive an ability that gets auto cast and applies the passive. A rather rough workaround but it gets the job done. Could you show a picture of the command card (editor version) with that ability in question and the editor screenshot of it?
What exactly are you people trying to do?
If you want a button to represent a passive buff, there are 2 main options, in both cases you set the button type to Passive: You can add the buff in question to the Behavior: line, this will cause the button to be colored if the unit has the specified behavior, and greyed out otherwise. The second option is to use the Requirements: field, which works the same as all other buttons (except clicking it while it's colored doesn't do anything), this is often used with researchable passives as the Requirement can show what is needed to unlock it. You can probably combine the two, using a Show Requirement to hide the button completely and the Behavior field to grey it out, which might be useful for passives with a toggle components (e.g. stationary cloaking, proximity-based buffs)
For levelable heroes people sometimes use a Behavior type Ability with the "Toggled On" flag checked (and possibly "Transient"), because this can interact with Learn abilities.