This sounds like a decent map. What kind of hero system are you planning to implement? Dialog/Trigger-based or full data editor? I have no experience making heroes using the data editor and instead just create experience/leveling/upgrade systems with pure triggers.
You can make the Search Area's effect be an Apply Behavior type that applies a second behavior which has a maximum stack count of 1. For the second behavior, you can either A) give a health regeneration bonus (easier, but the healing is constant) or B) give a periodic effect of Modify Unit (slightly more complex, but can heal x% of a unit's total health per tick instead of a static value).
You do this (the "random duration" thing) with the Create Persistent effect. I just whipped up this test map. It's not a passive ability, but you can make it passive pretty easily.
If you want to make a passive that cannot be turned off, all you need is:
Behavior - Unstable Growth <- add this to the base unit
Effect - Unstable Growth (Persistent)
Effect - Unstable Growth (Damage)
Everything else is basically to make it an active spell, as well as adding some special effects.
You need a dummy damage effect and use the Catalog Field Set function. Here's an example from my map where I want to reflect damage back at the attacker. ReflectiveArmor is the dummy damage effect and the variable Reflective is how many levels of that ability the hero has.
I believe if it's the SAME effect, you may need to create a persistent effect (with period of 1 second and count of 5) that triggers another persistent effect (with period of 0 second and count of 2).
EDIT: I take that back. The Set effect does work, too. :)
You're looking at the Modification+ field (pop-up window). You don't need to double-click anything, it's just there on the first page in that giant data sheet. Make sure you have Show Advanced Values (Control + Shift + H).
EDIT: Also helps if you put it in table view, since it's near the top right under Behavior - Modification and Behavior - Name.
It's actually a lot harder to make a "chaining" ability that can only hit each unit once. So your spell request is actually easier than chain lightning. :) Only issue may be searching for the lowest health targets first.
But in that case, I guess you'd use the Unit Property Changes event. If you use the Takes Damage event, the unit would keep their massive attack bonus as long as they don't get hit, even if they heal to full.
EDIT: Changed slightly to use a While loop instead of If/Else.
In the data editor, you would use Validators and Behaviors.
Create 9 Validators of Unit Compare Vital (can also copy/paste them).
Set the Validator - Compare field to Less Than or Equal to.
Set the Validator - Type field to Fraction.
Set the Validator - Value field to 0.9, 0.8, 0.7, 0.6, 0.5, 0.4, 0.3, 0.2, and 0.1.
Create 9 Behaviors of Buff (again, can copy/paste).
Set the Validator (Disable) for each of the 9 Behaviors to a different one of the Validators above.
Set the Modification - Combat tab's Damage Dealt (Scaled or Unscaled, I don't actually know which does what) to 5.
In the damage effect of your tower's weapon, edit the Combat - Armor Reduction value. You can make 1 point of armor equal to whatever you want it to be against any given weapon.
Also, I'll have to agree with Vexal, just give them more health instead. :D
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@Aztron: Go
Make requirements for the behaviors.
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This sounds like a decent map. What kind of hero system are you planning to implement? Dialog/Trigger-based or full data editor? I have no experience making heroes using the data editor and instead just create experience/leveling/upgrade systems with pure triggers.
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@LegendsOfHyrule: Go
You can make the Search Area's effect be an Apply Behavior type that applies a second behavior which has a maximum stack count of 1. For the second behavior, you can either A) give a health regeneration bonus (easier, but the healing is constant) or B) give a periodic effect of Modify Unit (slightly more complex, but can heal x% of a unit's total health per tick instead of a static value).
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@Fullachain: Go
You do this (the "random duration" thing) with the Create Persistent effect. I just whipped up this test map. It's not a passive ability, but you can make it passive pretty easily.
If you want to make a passive that cannot be turned off, all you need is:
Behavior - Unstable Growth <- add this to the base unit
Effect - Unstable Growth (Persistent)
Effect - Unstable Growth (Damage)
Everything else is basically to make it an active spell, as well as adding some special effects.
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@Aztron: Go
You need a dummy damage effect and use the Catalog Field Set function. Here's an example from my map where I want to reflect damage back at the attacker. ReflectiveArmor is the dummy damage effect and the variable Reflective is how many levels of that ability the hero has.
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@senatorsfc: Go
You're using the Or/And statements wrong. Here's how it should work:
Or
Condition 1
Condition 2
Condition 3
Condition 4
Etc.
not:
Condition 1
Or
Condition 2
Or
Condition 3
Or
Etc.
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I believe if it's the SAME effect, you may need to create a persistent effect (with period of 1 second and count of 5) that triggers another persistent effect (with period of 0 second and count of 2).
EDIT: I take that back. The Set effect does work, too. :)
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@ZiplockSC2: Go
You may as well just make it a unit and have it suicide upon finding a target. It can be invulnerable/unclickable/unselectable if you want it to be.
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@Fullachain: Go
You're looking at the Modification+ field (pop-up window). You don't need to double-click anything, it's just there on the first page in that giant data sheet. Make sure you have Show Advanced Values (Control + Shift + H).
EDIT: Also helps if you put it in table view, since it's near the top right under Behavior - Modification and Behavior - Name.
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@Fullachain: Go
Change the Behavior - Player+ field in your buff.
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@Psiclone01: Go
It's actually a lot harder to make a "chaining" ability that can only hit each unit once. So your spell request is actually easier than chain lightning. :) Only issue may be searching for the lowest health targets first.
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@Fullachain: Go
It's under Behaviors. Named "Damage 5", which basically adds a +5 damage buff to the unit.
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@Kurodragon: Go
Ah, I thought it was 10%. ^_^
But in that case, I guess you'd use the Unit Property Changes event. If you use the Takes Damage event, the unit would keep their massive attack bonus as long as they don't get hit, even if they heal to full.
EDIT: Changed slightly to use a While loop instead of If/Else.
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EDIT: Ignore this post.
@Fullachain: Go
In the data editor, you would use Validators and Behaviors.
Create 9 Validators of Unit Compare Vital (can also copy/paste them). Set the Validator - Compare field to Less Than or Equal to. Set the Validator - Type field to Fraction. Set the Validator - Value field to 0.9, 0.8, 0.7, 0.6, 0.5, 0.4, 0.3, 0.2, and 0.1.
Create 9 Behaviors of Buff (again, can copy/paste). Set the Validator (Disable) for each of the 9 Behaviors to a different one of the Validators above. Set the Modification - Combat tab's Damage Dealt (Scaled or Unscaled, I don't actually know which does what) to 5.
Give all 9 Behaviors to your unit. Done.
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@ArchaicTruth: Go
In the damage effect of your tower's weapon, edit the Combat - Armor Reduction value. You can make 1 point of armor equal to whatever you want it to be against any given weapon.
Also, I'll have to agree with Vexal, just give them more health instead. :D