I was trying to create a few abilities using mostly the data editor when I hit a minor road-block. I created an ability that places a unit, similar to Rory Swann's Flaming Betty or Raven's Auto-turret. However, I wanted to apply a bonus to the created unit based on the summoner's attribute. After looking into it for several days, someone suggested I apply the damage via a trigger instead.
I searched the forums and found this topic after having problems with my trigger. My understanding is that you can not use the "Stack Count" parameter on an attribute behavior. Is that correct? This is a problem since I'm not currently using any other buffs. Since my unit only gains attribute points upon gaining levels, and gains them automatically, I simply tied the base attributes to the veterancy behavior. Any future increases will probably happen through an item with a buff behavior that modifies the attribute behavior.
I'm a little bit confused as to what I should do right now. Is there any other way to simply pass the amount of a certain attribute a unit has to the trigger? I've searched for "attribute" and the only thing I found was "triggering attribute points." Is that a viable option?
Still stuck on this. I've played around with triggering attribute points but it's not really solving the problem. If I do have to use behaviors, what's the simplest way to add them and have them directly related to the current attribute (including items, abilities, etc)?
Hmm well first I had the read 2 minutes, please keep it simple with one question. And 2nd you want an ability that creates an unit and adds the Attribute of an hero to it or something along those lines? Well if thats the case you can Stack Attribute points with an other Behaviors type called:"Buff". After that you can simply copy the behaviors to the Created unit by using an:"Transfer Behavior" Effect with Copy enabled.
Hmm well first I had the read 2 minutes, please keep it simple with one question. And 2nd you want an ability that creates an unit and adds the Attribute of an hero to it or something along those lines? Well if thats the case you can Stack Attribute points with an other Behaviors type called:"Buff". After that you can simply copy the behaviors to the Created unit by using an:"Transfer Behavior" Effect with Copy enabled.
The problem is, I'm using the built-in attribute system which is working well for everything else right now. I don't really want to redo the whole system, so at the moment I either need to a) find something that returns the current attribute level, or b) find a way to create a "dummy" buff behavior and have it linked to the attribute.
Does transfer behavior work on attributes? If not, is there some other way of getting the attribute count without creating an extra behavior? If the answer is still no, what is the most efficient way to make this dummy behavior in a way that it won't be thrown off my changes to the attribute due to level up, abilities, or items?
Hello everyone,
I was trying to create a few abilities using mostly the data editor when I hit a minor road-block. I created an ability that places a unit, similar to Rory Swann's Flaming Betty or Raven's Auto-turret. However, I wanted to apply a bonus to the created unit based on the summoner's attribute. After looking into it for several days, someone suggested I apply the damage via a trigger instead.
http://www.sc2mapster.com/forums/development/triggers/21716-add-behavior-to-created-unit/
I searched the forums and found this topic after having problems with my trigger. My understanding is that you can not use the "Stack Count" parameter on an attribute behavior. Is that correct? This is a problem since I'm not currently using any other buffs. Since my unit only gains attribute points upon gaining levels, and gains them automatically, I simply tied the base attributes to the veterancy behavior. Any future increases will probably happen through an item with a buff behavior that modifies the attribute behavior.
I'm a little bit confused as to what I should do right now. Is there any other way to simply pass the amount of a certain attribute a unit has to the trigger? I've searched for "attribute" and the only thing I found was "triggering attribute points." Is that a viable option?
Still stuck on this. I've played around with triggering attribute points but it's not really solving the problem. If I do have to use behaviors, what's the simplest way to add them and have them directly related to the current attribute (including items, abilities, etc)?
Hmm well first I had the read 2 minutes, please keep it simple with one question. And 2nd you want an ability that creates an unit and adds the Attribute of an hero to it or something along those lines? Well if thats the case you can Stack Attribute points with an other Behaviors type called:"Buff". After that you can simply copy the behaviors to the Created unit by using an:"Transfer Behavior" Effect with Copy enabled.
The problem is, I'm using the built-in attribute system which is working well for everything else right now. I don't really want to redo the whole system, so at the moment I either need to a) find something that returns the current attribute level, or b) find a way to create a "dummy" buff behavior and have it linked to the attribute.
Does transfer behavior work on attributes? If not, is there some other way of getting the attribute count without creating an extra behavior? If the answer is still no, what is the most efficient way to make this dummy behavior in a way that it won't be thrown off my changes to the attribute due to level up, abilities, or items?
@Soma2035: Go
:(