I put together this video tutorial as I have seen it talked about a lot on SC2Mapster forums. This took me several days to figure out originally so it may or may not be the best way to accomplish the task. This video is about making "passive abilities" for your Hero that you can level up. Forgive me for the terrible quality as this was the first tutorial I've ever put together. This is also the first Blizzard game I have ever tried to develop a map for, so I am still learning the SC2 Editor myself.
NOTE: I am working on a second part to this video that will explain how to make the passive buttons and I also talk about level requirements and the Requirements section of the data editor.
You may have to look into it more with the Marauder's effects. One of them is the (set). You may have to go about this a different way with a separate set per level. I did this when I created my drop pod ability. I had a different set of sets for each level of the ability.
Thanks for the tutorial, but as jesuson said, doesn't work with the slowing effect.
Right now i have multiple Slow behaviours, multiple Apply Behaviours and multiple Set. Doesn't work. The Complete At Unit command never returns more than 1. I tryed with validators too, but no luck whatsoever.
But I don't really understand the validators I think. How i can make a validator that counts the number of skills in the unit at the Set Effect? I think I did it correctly but doesn't works.
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Xel'naga Relics beta published to Europe. 3+ players suggested, but you can play versus AI if you want.
Sorry for the double post, I make it work. I'll make a little tutorial here. Sorry for the Spanish language, I hate it too. And sorry for my english!
PASSIVE HERO ABILITES THAT DEBUFF A TARGET
Like Concussive Shells. Probably works for every kind of passive abilitie that doesn't work with Suterusu great tutorial. Probably there is a easier way, but I can't find a working way in this forum anyway.
Create your dummie ability with X blank effects (one for each level), this is the one you use for show or learn.
Create your multiple behaviors for the target, and multiple dummie behaviors. You'll use this dummie behavior for making all work. Persecutor - Despacio is the debuff, and Persecutor - Concussive Shells is the dummie behavior.
Create a validator for each level of the Abilitie. Type comparison of behaviour, check for the dummie behavior on the Caster (yeah, they translated it to Irradiator, I hate the editor in Spanish!).
Add the dummie behaviors to the Hero.
Create multiple effects for the Abilitie. For Concussive Shells we need to create multiple Apply Slowing Effect.
Add all that multiple effects to the Set Effect, so all of them get called.
Add the matching validator to each Effect. Ready to go.
Why this work:
If you try to check for the Ability Count at the Slowing Behaviour like you'll do for a passive ability, it doesn't really work, probably because the unit with the behaviour isn't your unit, and doesn't know how to check the caster unit (only the affected unit or his target).
With the dummie behavior, your unit will gain with each level a behavior that does nothing. Concussive Shells I, Concussive Shells II and Concussive Shells III in my example.
Then you can check if your unit has the behavior with a validator that checks if Concussive Shells I == 1, and you can do this comparison in any kind of effect, as they are produced by your unit.
Hide Concussive Shells I, II and III in the flags if you don't wanna them to show on your unit permanently.
I had been trying to get this to work a while ago, but gave up. thought i'd give it another go a couple of hours ago and i came up with a method of doing it.
The debuff i wanted to apply was a small dmg over time behavior(DoS -Virulent Poison). The only work in the data editor is the behavior itself, the dummy ability, and of course your 'learn abilities' ability(or upgrade). Then this simple trigger, that can be copy and pasted for as many levels as you need. the specifics will differ a little for the event as mine needed to trigger off a unit that isnt spawned until a little while into the game.
Unit - (Unit Variable) starts attacking
General - If (Conditions) then do (Actions) else do (Actions)
(DoS - Virulent poison count for player (Owner of (Triggering unit)), counting Complete) == 1
(Stack count of DoS - Poisoned on (Acquired Target)) <= 1
Unit - Add 1 DoS - Poisoned to (Acquired Target) from (Triggering unit)
Hope this saves some people alot of redundant data editing :P as you do not need 'apply behavior' effects, or validators, or requirements, the trigger does all that :)
this thread is relativeley old but it´s connected to the tutorial so i`ll just ask here.
is the tutorial still up2date? the editor had some big changes in the last months, so it might be broken or something.
i have an dummy behaviour that crants a critical strike - 3 different of them for different levels.
i followed the tutorial, and im able to learn them etc, but nothing happens.
the tutorial says they the behaviours have to be added to the unit, but they will only be active as soon as they have been learned - but thats wrong, theire all active.
i just want to level the passive crit ability.. cant be that hard :S