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    posted a message on Teleport effect with damage

    Don't know if anyone is still checking this, but there's a very elegant solution to this, I made a blink ability that deals damage both at the location the stalker blinked from and the location the stalker blinked to. I just used a Persistent effect.

    In the persistent effect, I changed period count to 3, set 3 period durations 0, 0.05, and 0.1. Last under period effects, I put (in order) Damage, Blink, Damage.

    My damage ability, which is purely just effect - damage, but with a small caveat - obviously the damage amount, the search area to whatever you want it to be, your search filters to whatever you want them to be, and then the big part is changing Target - Impact Location + to Caster Point. Otherwise it'll just do damage at wherever you blink if you leave it as default.

    This Persistent will be your effect that the blink ability calls.

    The result (mine at least): A seemingly unchanged blink effect, but with an AoE of 25 damage in 2 range of the blink origin and location. Hope this helps somebody.

    Posted in: Data
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    posted a message on [Data] Revive Heroes

    Couple issues with this. I have this working just fine, it revives heroes perfectly, keeps their abilities and experience intact (no idea on the item system though, I haven't added that in yet), but the problem I'm running into with this is one of a 'lives system.' Now, if you use one 'Revive Hero' ability, the lives are linked between heroes (seeing as most maps won't have heroes, there isn't really a problem there), so what I did was made a separate 'Revive Hero' ability for each hero, and set it up that way.

    Now the problem with this is that if I put each Hero Revive command on Revive 1 (the first index for the possible 20), only one of the abilities shows up for all 3 commands, despite the fact that they have 3 separate command buttons, and 3 entirely separate abilities. The way I fixed this was to have each ability move from the first line, to another line, so for revive ability 1, I'll use line 1, for revive ability 2, I'll use line 2, for revive ability 3, I'll use line 3.

    Now that works fine and dandy, the lives system is separate, but the problem I run into is that when a hero dies, his revive button that is no longer grayed out seems to move to the first Hero Revive Location, so the first ability's charges gets used up. On top of that, if there are multiple heroes dead, let's say all 3, all 3 buttons will show up properly as they should, no longer grayed out, but the only button that can actually be clicked to revive a unit, is the one that uses revive ability 1.

    I've moved the abilities to existing structures, messed around with all sorts of values that MIGHT have some small bearing on this, but to be honest, I'm beyond confused.

    Anybody have any ideas on how to fix this through the data editor? Or is this another unfortunate Blizzard bug?

    Posted in: Tutorials
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    posted a message on How can I make Passive abilities level-able?

    I assume you know how to use the Learn type of abilities, right? Adding an ability into there so that it can be clicked on a sub-menu etc? If you haven't, then you should watch the tutorials for them, because it would take me probably an hour to get through all the information there and make it clear.

    I have something similar set up in a map that I'm making, really just for my own enjoyment. I have heroes, which emulate the leveling systems from WC3. So, you can only purchase the same abilities at level 1, 3, 5 in succession. I have several passive aura abilities, one of which is actually a healing aura. So I'll just be using some images/my set-up as an example for you. This can be tweaked in any number of ways, simply by modifying what the behavior does.

    All of this can be done within the data editor without ever using a trigger. It comes out much cleaner this way.

    I'll leave out the WC3 leveling system, as that just adds an extra level of complexity. And there are a few guides out there that explain how to do it.

    Abilities: 2 Abilities (1 for your ability so you can learn it via a leveling menu, and 1 for the actual learn ability)

    For however many levels you want of your ability, you'll need the number of things below times that level, so if you want 3 levels, you'll need 6 behaviors and effects.

    Buttons: 1 + x buttons - 1 for learning the ability, and x for however many levels you have

    So, here's what you'll need: Effects: Apply Behavior Search Area

    Behaviors: 2 Buffs (1 for the periodic effect, 1 for the actual regeneration that will be applied)

    Requirements: 1 requirement per level

    So, let's assume you've got your passive ability set up and you've got that all done. You'll end up needing to duplicate that however many times you want the ability to level.

    The parts you probably don't know how to do: The dummy ability to level it, which will be Ability Type: Behavior The only thing you'll need to do with this is add the 3 behavior levels of your behavior that applies the periodic effect under behavior.

    The buttons: Give each one a description of what you want the ability to do etc, this should mirror your behaviors that you implemented. The learn button should basically have a synopsis of the levels of your ability, basically saying what each one is. (This is the one you'll be using for your learn ability)

    (Picture 1) The requirements: One for each level of your ability, basically just call them Regen Aura Lv1, Lv2, Lv3... etc. What you want to do here is this: Open up Requirement+ and go to the expression bullet and paste this in: CountAbil(RegenerationAura,CompleteOnlyAtUnit) == 3

    You'll be changing the RegenerationAura to your ability, and the 3 to whatever level it is. So for level 1, it should be level Constant 1. This will be in a tree-like structure branching down, the CountAbility line will be on top of Constant #. So just change them accordingly.

    (Picture 2) Now go back to your behaviors that apply your periodic effect, under the Behavior - Requirement field, change it to the corresponding Requirements you just created. This will prevent multiple levels of the same behavior being active on your unit at the same time. So when it levels up, one goes away, and another activates.

    Now what you need to do is go back to your unit, add the periodic behaviors (the ones we just added requirements to) to the unit, all of the levels of it. Now add the ability that you created for this passive behavior to this unit's abilities.

    The framework is basically laid at this point. All you have to do now is the actually click-and-level portion.

    (Picture 3) Go into your Ability - Command Card+ field. Remember those buttons you created for each level? This is where we're going to use them. On the same cell, add each level of the button (hopefully you put in Level 1, Level 2, Level 3, etc on them so they're easy to distinguish, otherwise this will get messy). And for each corresponding level, change the command type to passive like you would normally, and the requirement (right below it) to the ones we created for this.

    Last step! (Picture 4) Go into your submenu for learning abilities, and add the button for Learning your ability. If you've added this button/ability to your learn ability command for your hero, then when you select the ability (Learn Abilities or whatever you called it) - the ability command should have this dummy ability we created.

    That should be it. Long winded, I know, but it's clean and you never have to touch a trigger - so there's no lag, and the game itself will do the work, not rely on button clicks and endless calls which would create unneeded lag.

    Posted in: Data
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