I was curious if there was a way to simplify how I implemented my disease cloud ability. The disease cloud ability is centered on a carrier/unit which causes any enemy units that make contact with the carrier to contract the disease which causes 1|2|3 points of damage/second for 2 minutes but will not kill the infected unit.
The way I have implemented it requires 3 effects and 2 behaviors for one level (a total of 15 for 3 levels). These are:
1) Damage Effect (1|2|3)
2) Search Area Effect (apply behavior disease cloud 1|2|3)
3) Apply behavior disease cloud 1|2|3
4) Area Searcher Behavior 1|2|3 (for each search area)
5) Disease cloud behavior (needs to apply a different damage/s for the periodic effect)
Is there a way to simplify this in the data editor?
There is a validator since patch 1.5 that can check for ability level. I am having trouble undertanding the sequence. You apply the buff to the unit that then applies a periodic Set effect that does the Damage effect and a Search Area effect to propagate the buff?
I would just use the same effect tree but have a Switch effect before the three damage effects validated for by the ability lvl.
Also check out the wiki page on the transfer behaviour ability effect. I made a contageous plague ability for that.
I switched to using a validator instead of requirement...the ability worked the same more or less except with the validators I no longer needed to specify requirements for the passive ability in the command card (technically the ability is just a behavior). Now, when counting ability levels, does the indexing start at 0 (so a level 1 ability would really be 0 level of that ability)?
As for the effect tree:
Searcher Behavior > Search Area Effect > Apply Disease Effect > Disease Behavior (for duration/period of damage) > Diease Damage
Only carriers can spread this disease, so it's not contagious between infected units (otherwise I would have to give a searcher behavior through the apply disease effect?).
So as it stands I've got a total of 6 behaviors and 9 effects along with 3 validators and 1 actor (for disease cloud effect). Wouldn't have a set with validators for the damage effect technically add a new effect (my 15 vs 16 with set)?
It would allow you to get away with only one search area, apply behaviour and buff (unless you want the buff to show different levels or the search to have different areas) so you could save on 6 effects in exchange for 1.
You applying your carrier buffs with a Behavior ability that is on by default and non toggleable?
I'll have to test that method out because that would save a lot of work, as the only thing that changes each level is the dps (1|2|3).
Well it's a levelable passive ability but now has validators that won't make it run unless the monster's dummy ability is a certain level. Is there a better way to do this too?
I've tried to apply your solution but unless I have misunderstood (1) what you wrote or (2) how to implement what you wrote, I can't find a solution that allows for any less than a total of 14 (effects+behaviors).
I've drawn out the possible effect trees below with a total of effects/behaviors for each one, with a V indicating a validator for that index level of the ability.
This works obviously but it's pretty much brute force
(note the link of data types: B(ehavior) > E(ffect) > E > B > E)
(Validator Abil Count > Carrier)|||| (Validator Abil Count > Infected)
(2) 9 total (impossible): Searcher > Search Area > Apply Behavior > Behavior > Switch (Effect1V, Effect2V, Effect3V)
This won't have the desired behavior, because if you used validators for each of the switch effects, it will count the infected unit's level of the ability and not the caster/source, because at this point the caster is the infected unit. Instead, this will decide the damage based on the infected unit's own level of that ability. I did some testing with validators to try to reduce the total count as much as possible. Apparently, anything past the Search Area is controlled by the infected unit (thus the validator will count that unit's level of the ability), as the caster is technically the infected unit, since it has the behavior now.
Since the validator is meant to get the level ability of the unit carrying the plague, validators can only have the desired control at either the level of Searcher or Search Area. You mentioned cutting out one of the levels, the "Disease Behavior" which would give us:
B > E(Search Area) > E > E
however I can't see how to make the damage effect periodic and last without a behavior?
B > E > E > B > E to B > E > E > E
I believe that 14 is possible using a switch to contain all 3 of the search areas that validates for the ability level.
Use the Validator - Unit - Effect field of the validator to set the frame of reference to the caster of the search effect. As the buff applied to the unit to be damaged is a decendant of the same effect tree branch as the search you can get the validator to act as if the search was being used for unit determination.
I would have buff -> search -> apply behavior -> buff -> switch (with the validators) -> damage effects of each lvl
This works great! The only problem is, as you mentioned, if I wanted someone to see the level of the buff but I don't think that will be too important since most of the fighting is pvc and the player will see the level of the ability always.
Use the same validators for the behavior
SO
buff -> search -> switch (with validators): For behavior 1/2/3 -> Buff -> Switch (with the validators) -> damage effects
Hi everyone,
I was curious if there was a way to simplify how I implemented my disease cloud ability. The disease cloud ability is centered on a carrier/unit which causes any enemy units that make contact with the carrier to contract the disease which causes 1|2|3 points of damage/second for 2 minutes but will not kill the infected unit.
The way I have implemented it requires 3 effects and 2 behaviors for one level (a total of 15 for 3 levels). These are:
1) Damage Effect (1|2|3)
2) Search Area Effect (apply behavior disease cloud 1|2|3)
3) Apply behavior disease cloud 1|2|3
4) Area Searcher Behavior 1|2|3 (for each search area)
5) Disease cloud behavior (needs to apply a different damage/s for the periodic effect)
Is there a way to simplify this in the data editor?
Thanks!
There is a validator since patch 1.5 that can check for ability level. I am having trouble undertanding the sequence. You apply the buff to the unit that then applies a periodic Set effect that does the Damage effect and a Search Area effect to propagate the buff?
I would just use the same effect tree but have a Switch effect before the three damage effects validated for by the ability lvl.
Also check out the wiki page on the transfer behaviour ability effect. I made a contageous plague ability for that.
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
I switched to using a validator instead of requirement...the ability worked the same more or less except with the validators I no longer needed to specify requirements for the passive ability in the command card (technically the ability is just a behavior). Now, when counting ability levels, does the indexing start at 0 (so a level 1 ability would really be 0 level of that ability)?
As for the effect tree:
Searcher Behavior
> Search Area Effect> Apply Disease Effect> Disease Behavior (for duration/period of damage)> Diease DamageOnly carriers can spread this disease, so it's not contagious between infected units (otherwise I would have to give a searcher behavior through the apply disease effect?).
So as it stands I've got a total of 6 behaviors and 9 effects along with 3 validators and 1 actor (for disease cloud effect). Wouldn't have a set with validators for the damage effect technically add a new effect (my 15 vs 16 with set)?
It would allow you to get away with only one search area, apply behaviour and buff (unless you want the buff to show different levels or the search to have different areas) so you could save on 6 effects in exchange for 1.
You applying your carrier buffs with a Behavior ability that is on by default and non toggleable?
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
I'll have to test that method out because that would save a lot of work, as the only thing that changes each level is the dps (1|2|3).
Well it's a levelable passive ability but now has validators that won't make it run unless the monster's dummy ability is a certain level. Is there a better way to do this too?
As stated apply the behaviour with a levelable Behavior ability that is then validated for.
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
I've tried to apply your solution but unless I have misunderstood (1) what you wrote or (2) how to implement what you wrote, I can't find a solution that allows for any less than a total of 14 (effects+behaviors).
I've drawn out the possible effect trees below with a total of effects/behaviors for each one, with a V indicating a validator for that index level of the ability.
(1) 15 total (worst case scenario) {Searcher1V, 2V, 3V} > {Search Area1, 2, 3} > {Apply Behavior1, 2, 3} > {Behavior1, 2, 3} > {Damage1, 2, 3}
This works obviously but it's pretty much brute force
(note the link of data types: B(ehavior) > E(ffect) > E > B > E) (Validator Abil Count > Carrier)|||| (Validator Abil Count > Infected) (2) 9 total (impossible): Searcher > Search Area > Apply Behavior > Behavior > Switch (Effect1V, Effect2V, Effect3V)
This won't have the desired behavior, because if you used validators for each of the switch effects, it will count the infected unit's level of the ability and not the caster/source, because at this point the caster is the infected unit. Instead, this will decide the damage based on the infected unit's own level of that ability. I did some testing with validators to try to reduce the total count as much as possible. Apparently, anything past the Search Area is controlled by the infected unit (thus the validator will count that unit's level of the ability), as the caster is technically the infected unit, since it has the behavior now.
Since the validator is meant to get the level ability of the unit carrying the plague, validators can only have the desired control at either the level of Searcher or Search Area. You mentioned cutting out one of the levels, the "Disease Behavior" which would give us:
B > E(Search Area) > E > E
however I can't see how to make the damage effect periodic and last without a behavior?
B > E > E > B > E to B > E > E > E
I believe that 14 is possible using a switch to contain all 3 of the search areas that validates for the ability level.
Use the Validator - Unit - Effect field of the validator to set the frame of reference to the caster of the search effect. As the buff applied to the unit to be damaged is a decendant of the same effect tree branch as the search you can get the validator to act as if the search was being used for unit determination.
I would have buff -> search -> apply behavior -> buff -> switch (with the validators) -> damage effects of each lvl
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
This works great! The only problem is, as you mentioned, if I wanted someone to see the level of the buff but I don't think that will be too important since most of the fighting is pvc and the player will see the level of the ability always.
@sethmachine: Go
Use the same validators for the behavior SO buff -> search -> switch (with validators): For behavior 1/2/3 -> Buff -> Switch (with the validators) -> damage effects
@ckSynergy: Go
If he has 3 buffs then he does not need the switch before the damage effects.
Visual wise you can use the Validate Effect term on the models. As for the buff description just use the old fashioned 1/2/3 does a/b/c damage.
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 Ah right.