I have a skill which should apply a behaviour if the units attacks its target (for testing purposes it is an active ability, because i am too silly to manage it to apply the behaviour by attacking)
The behaviour has the effect, that it will damage the unit every time the behaviour stack gets refreshed by 10 dmg per stack.
The Skill should also be passive, so only units with this passive ability get this extra damage.
That's my problem:
But every time the behaviour gets refreshed the unit only gets 10 dmg (so no stacked behaviour)... i know there is some logical mistake in my data, but i cant find it...
That's what i have:
Because my Editor is in german i cant realy post a screenshot, but i can describe what i have:
I have an Ability (Effect - Target) which activates effect set
I have an Effect (Effect Set) which activates effect apply behaviour
I have a Behaviour (Buff) which is stackable up to 5 times, and 5 times for each caster, has a 5 sec cooldown and Damage Response is set to give 10 Dmg at defender
And here comes my question:
How can i get my behaviour to stack up to 5 times so the total dmg is 50 per hit from the attacker, who has this passive ability?
P.S.
I also had the option of having:
4. an Effect (Damage) which would activate every time the behaviour gets refreshed and deal 10 damage (instead of the behaviour dealing the damage)
but that won't work either...
The problem is that the buff will only apply once because this is how "on refresh" works. Once per buff and not per stack.
The other problem is that data isn't really capable of comparing shifting numbers except a workaround like counting stacks. But in low numbers like 5 a Switch would be the easiest way, as far as I know.
The problem is that the buff will only apply once because this is how "on refresh" works. Once per buff and not per stack.
The other problem is that data isn't really capable of comparing shifting numbers except a workaround like counting stacks.
So would you recommend using the trigger editor to apply the buff and identification of stack number etc.?
And another question: How can i get my buff to stack then? Is it another behaviour maybe?
I try to prefer using data whenever I can even if it means that I have to code something insanely complex.
A solution I can offer is this as a general answer to do something with shifting numbers:
Set Effect A [on attack]: Add 1 Stack Behaviour A [The behaviour which will be seen with tooltip and stuff]; Add 1 Stack Behaviour B [only for counting, invisible]; Set Effect B; Set Effect C
Set Effect B [count stacks upwards]: (Validator: Stacks of Behaviour B > 0) Remove 1 Stack Behaviour B; Damage Effect; Add 1 Stack Behaviour C [only for counting, invisible]; Set Effect B
Set Effect C [count stacks downwards / Reset for further use]: (Validator: Stacks of Behaviour C > 0) Remove 1 Stack Behaviour C; Add 1 Stack Behaviour B; Set Effect C
With such a construct you can use shifting numbers easily without using triggers. You just need a little workaround. ;P
edit: I've forgotten to write the loop into the effects.
edit2: If this setup result in a infinite loop you have to include a delay effect before Set Effect C.
Ok i kind of managed to make the ability... but i mainly failed...
i can cast the ability, but instead of stacking up till 5 stacks and doing a total of 50 damage at the end per attack (ability use) it does 140 damage on the first hit...
Here are all effects used in the ability tab
Set All Effect (Sets Effects: apply Behaviour A then B then Set Effect B and then Delay Effect for Set C) http://i.imgur.com/nmaBtTP.png
Set B Effect (Sets Effects: remove Behaviour B then Damage Effect then apply Behaviour C then Set Effect B) http://i.imgur.com/yocFiQf.png
Set C Effect (Sets Effects: removes Behaviour C then applys Behaviour B then Delay Effect for C (Set Effect C won't work either) http://i.imgur.com/4LALOse.png
I'm tired of my map for today... i'll try to fix it tomorrow and i hope someone will help me then too... i am afraid, that i won't do it without your help :S
byebye SC2Mapster and thank you very much till now Zanryu and Sunyu :)
Well that's basically it :O Thank you... So simple (ˇ_ˇ’!l)...
But I noticed, that i can't attack on this map either, i have to single cast it on the enemy but i need that effect to trigger on an attack, additionaly i won't need the damage effect if the spell triggers on an attack
Edit: I found out how to set the effect on an attack...
I found out, that weapons apply an effect too, so i just changed this one to my SetEffect and it works perfectly now, except sound and bullet animation, but i'll manage to figure that out myself.
Thank you both very much. I realy appreciate your work here :)
Make sure you also set your Damage Response - Required Effect Array to include the damage effect. Otherwise, it will modify damage from all sources (which I don't think you want).
Hey SC2Mapster
I have a skill:
I have a skill which should apply a behaviour if the units attacks its target (for testing purposes it is an active ability, because i am too silly to manage it to apply the behaviour by attacking) The behaviour has the effect, that it will damage the unit every time the behaviour stack gets refreshed by 10 dmg per stack. The Skill should also be passive, so only units with this passive ability get this extra damage.
That's my problem:
But every time the behaviour gets refreshed the unit only gets 10 dmg (so no stacked behaviour)... i know there is some logical mistake in my data, but i cant find it...
That's what i have:
Because my Editor is in german i cant realy post a screenshot, but i can describe what i have:
And here comes my question:
How can i get my behaviour to stack up to 5 times so the total dmg is 50 per hit from the attacker, who has this passive ability?
P.S.
I also had the option of having:
4. an Effect (Damage) which would activate every time the behaviour gets refreshed and deal 10 damage (instead of the behaviour dealing the damage) but that won't work either...
Can you explain better what do you want your behavior to do? The way I understand it, you don't need to use a Damage Response.
(Also, I would suggest you use the English version of the editor, it's going to make your life following advice on the internet much easier).
The problem is that the buff will only apply once because this is how "on refresh" works. Once per buff and not per stack.
The other problem is that data isn't really capable of comparing shifting numbers except a workaround like counting stacks. But in low numbers like 5 a Switch would be the easiest way, as far as I know.
Well atm i want my behaviour to:
P.S. if i get the english version of the editor won't there be param\value and things all over the place?
a) You can post the german screenshot (I don't care XD)
b) nope
So would you recommend using the trigger editor to apply the buff and identification of stack number etc.?
And another question: How can i get my buff to stack then? Is it another behaviour maybe?
So here are some Screenshots (all german sry...)
Made them as links, so they won't flood the post
I try to prefer using data whenever I can even if it means that I have to code something insanely complex.
A solution I can offer is this as a general answer to do something with shifting numbers:
Set Effect A [on attack]: Add 1 Stack Behaviour A [The behaviour which will be seen with tooltip and stuff]; Add 1 Stack Behaviour B [only for counting, invisible]; Set Effect B; Set Effect C
Set Effect B [count stacks upwards]: (Validator: Stacks of Behaviour B > 0) Remove 1 Stack Behaviour B; Damage Effect; Add 1 Stack Behaviour C [only for counting, invisible]; Set Effect B
Set Effect C [count stacks downwards / Reset for further use]: (Validator: Stacks of Behaviour C > 0) Remove 1 Stack Behaviour C; Add 1 Stack Behaviour B; Set Effect C
With such a construct you can use shifting numbers easily without using triggers. You just need a little workaround. ;P
edit: I've forgotten to write the loop into the effects.
edit2: If this setup result in a infinite loop you have to include a delay effect before Set Effect C.
Ok i kind of managed to make the ability... but i mainly failed...
i can cast the ability, but instead of stacking up till 5 stacks and doing a total of 50 damage at the end per attack (ability use) it does 140 damage on the first hit...
Here are all effects used in the ability tab
Also if i try to use it as an attack, no animation will play and only Behaviour A will apply. Why?
I'm tired of my map for today... i'll try to fix it tomorrow and i hope someone will help me then too... i am afraid, that i won't do it without your help :S
byebye SC2Mapster and thank you very much till now Zanryu and Sunyu :)
@A1asd: Go
That was actually pretty easy to do, if I understood your question correctly.
Behavior
Damage response - Chance: 1
Damage response - Minimum: 1
Damage response - Modify Amount: 10
Maximum Stack Count: 5
Maximum Stack Count per Caster: 5
Duration: 100 (this is optional, put whatever duration you want)
Effects
Damage effect
Amount: 1
Apply Behavior effect
Behavior:
YourBehavior
Set effect
Effects:
DamageEffect
|ApplyBehaviorEffect
Ability
Effect:
SetEffect
I have attached the map in which you can see the result and export it.
Well that's basically it :O Thank you... So simple (ˇ_ˇ’!l)...
But I noticed, that i can't attack on this map either, i have to single cast it on the enemy but i need that effect to trigger on an attack, additionaly i won't need the damage effect if the spell triggers on an attack
Edit: I found out how to set the effect on an attack...
I found out, that weapons apply an effect too, so i just changed this one to my SetEffect and it works perfectly now, except sound and bullet animation, but i'll manage to figure that out myself.
Thank you both very much. I realy appreciate your work here :)
Make sure you also set your Damage Response - Required Effect Array to include the damage effect. Otherwise, it will modify damage from all sources (which I don't think you want).
@jabbedxorz: Go
I solved the Problem with a Validator, checking, if the attacker has the right weapons.. works too :3