I'm looking into using the built in behavior system for my ORPG so I can stop using my own system which while about 80% complete will likely be slower and use more threads than I would like. The problem I have is while I can use built in behaviors I need some method of knowing when they fire their effects and knowing the source of the effect.
As an example when the debuff "Burning" ticks down and fires its effect (which will be a universal dummy effect "dummytick") I need to know the source of the effect (the behavior: "Burning"). Is this possible? Otherwise I have to create dummy effects for way too many things and will have to scrap using the data system in any portion of my status effects.
So again when an effect ticks down is it possible to get the game link or anything about the source behavior?
Trigger checks the behavior that spawned the effect and returns it so that it can be used.
Thats basically what I WANT to do. But I dont know if its possible to get the source of an effect. I currently use custom scripted status effects instead of behaviors and I really dont want to have to create each and every effect for initial and periodic portions of each of these behaviors I would be using instead. On top of that my damage system is custom (no I will not use data for damage/stats/health its WAY to limited and cumbersome) so I cant use the built in values.
I guess the source of the effect is the unit that gave the victim the behavior. You can get that info.
I don't think that you can get the behavior itself.
Btw, you could spawn hidden units to store spell data dynamically. You can reference the unit as the source and if the behavior ends, it could kill the source unit.
I'm using that to deal damage with spells in my custom combat system.
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I'm looking into using the built in behavior system for my ORPG so I can stop using my own system which while about 80% complete will likely be slower and use more threads than I would like. The problem I have is while I can use built in behaviors I need some method of knowing when they fire their effects and knowing the source of the effect.
As an example when the debuff "Burning" ticks down and fires its effect (which will be a universal dummy effect "dummytick") I need to know the source of the effect (the behavior: "Burning"). Is this possible? Otherwise I have to create dummy effects for way too many things and will have to scrap using the data system in any portion of my status effects.
So again when an effect ticks down is it possible to get the game link or anything about the source behavior?
So basicly you are doing what with triggers that is applying a behaviour that does what?
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@DrSuperEvil: Go
Action(spell) applies the behavior.
Behavior has a dummy periodic effect.
Dummy periodic effect fires executing a trigger.
Trigger checks the behavior that spawned the effect and returns it so that it can be used.
Thats basically what I WANT to do. But I dont know if its possible to get the source of an effect. I currently use custom scripted status effects instead of behaviors and I really dont want to have to create each and every effect for initial and periodic portions of each of these behaviors I would be using instead. On top of that my damage system is custom (no I will not use data for damage/stats/health its WAY to limited and cumbersome) so I cant use the built in values.
I guess the source of the effect is the unit that gave the victim the behavior. You can get that info.
I don't think that you can get the behavior itself.
Btw, you could spawn hidden units to store spell data dynamically. You can reference the unit as the source and if the behavior ends, it could kill the source unit.
I'm using that to deal damage with spells in my custom combat system.