looking at all the answers and taking in account that both the dragon and the knight are equally intelligent should come to the conclusion that both survive the duel.
however removing the last line of the official riddle kills the riddle itself (its not really a riddle any more)
kinda have it by using a data and trigger (can do only only data but this should work)
k I have an skill (effect - instant)
have that skill a cast time of your amount of time
and add the normal effect you want to the skill after the cast time.
now make a trigger that adds a behaviour (called mine Casting Vulnerability) when a unit starts casting the skill
Casting Vulnerability is a buff behaviour.
add to the behaviour a validator (unit order target type) and select the skill. (you can use a combine to combine multiple skills)
what this validator is doing is that if the unit is not casting the skill anymore it removes the behaviour (handy to have no casting vulnerability when you order the unit to do something else and interrupt the cast)
now back to the behaviour you wane add damage response.
set the chance to 1 and all the way down you can add an effect to "Handled"
this effect can be a stop command but I added a 1 sec stun.
i try to keep it simple
titin is made up out of about 244 proteins (132 of type I and 112 of type 2).
type 1 is build up from about 16 layers of about 100 amino acids.
type 2 is build up out of about 2 layers of 7-9 strands (each consistent of 3-9 amino acids)
as an example of amino acids is Lysine. (there are a lot amino acids but most are build up the same)
the name lysine is officialy "2,6-diaminohexanoic acid"
It is composed of 244 individually folded protein domains connected by unstructured peptide sequences.
the name is so long because you need to have every single one of those 244 protein in the name. (chemical rule thing.)
this is kinda the reason chemist think of additional names for such chemicals.
so yes it has the long name. no nobody uses it.
For my map I wane try to give the player some more info. I came to the idea to change the unit rank to something else.
think I can explain it better with a picture:
now what I wane change is the whole "Rank: Recruit" to something else without removing the kill counter. (remember I also wane remove the word Rank)
I have atm 2 ideas how I can do this.
1) Change the default veterancy in some way, the downside is that it will apply to all units. and that's something I don't want. I want different for every unit.
2) i can change the UI - Info Text of the unit to what I want. the problem for this is that it will also hide the unit kills. so unless I know a way to link it back into the text itself (like you can link data values) this not gone work.
Any of you have an idea how I can do this?.
to keep it short
- I want to keep the kill score.
- I want to change the veterancy (including the word Rank)
- and need to be different on every unit
am kinda open for any suggestion (except clumsy options in trigger editor.)
0
k. I don't even know what you wane use this for but hey.. that's your problem.
anyway your error is because you trying to use the "new function" for something its not made for. (you have no return value.) about "New Function" read this: http://forums.sc2mapster.com/resources/tutorials/1076-trigger-utilizing-the-power-of-functions-with-gui/
anyway think your better off using "new action definition" for what your trying to do.
0
spectators are not allowed in melee games
0
looking at all the answers and taking in account that both the dragon and the knight are equally intelligent should come to the conclusion that both survive the duel.
however removing the last line of the official riddle kills the riddle itself (its not really a riddle any more)
0
attachments (data editor) its lot of work and not for beginners
0
in the top right of this site you find a search bar.
type in this search bar dependencies
if you can't find it then plzz feel free to ask for more info
0
kinda have it by using a data and trigger (can do only only data but this should work)
k I have an skill (effect - instant)
have that skill a cast time of your amount of time
and add the normal effect you want to the skill after the cast time.
now make a trigger that adds a behaviour (called mine Casting Vulnerability) when a unit starts casting the skill
Casting Vulnerability is a buff behaviour.
add to the behaviour a validator (unit order target type) and select the skill. (you can use a combine to combine multiple skills)
what this validator is doing is that if the unit is not casting the skill anymore it removes the behaviour (handy to have no casting vulnerability when you order the unit to do something else and interrupt the cast)
now back to the behaviour you wane add damage response.
set the chance to 1 and all the way down you can add an effect to "Handled"
this effect can be a stop command but I added a 1 sec stun.
hope this madness helps you a bid
0
oh. I asked that like 1 month ago.. let me see how I got mine to work
0
don't think that site liked my answers ^^
0
there are rules to the naming. and every country its the same (that's why every chemist can understand a other chemist)
but trust me. nobody is using the long names. there is a reason why most chemicals have a second name. and almost always that is used.
0
well.. look at it this way.
i try to keep it simple
titin is made up out of about 244 proteins (132 of type I and 112 of type 2).
type 1 is build up from about 16 layers of about 100 amino acids.
type 2 is build up out of about 2 layers of 7-9 strands (each consistent of 3-9 amino acids)
as an example of amino acids is Lysine. (there are a lot amino acids but most are build up the same)

the name lysine is officialy "2,6-diaminohexanoic acid"
btw.. biochemistry is not my speciality.
0
remember that also the structures between the proteins are named. and proteins are rather big. (titin self is also a protein btw)
0
It is composed of 244 individually folded protein domains connected by unstructured peptide sequences.
the name is so long because you need to have every single one of those 244 protein in the name. (chemical rule thing.)
this is kinda the reason chemist think of additional names for such chemicals.
so yes it has the long name. no nobody uses it.
0
i get the feeling i'm asking something that nobody knows.
0
Anyone?
0
For my map I wane try to give the player some more info. I came to the idea to change the unit rank to something else.
think I can explain it better with a picture:

now what I wane change is the whole "Rank: Recruit" to something else without removing the kill counter. (remember I also wane remove the word Rank)
I have atm 2 ideas how I can do this.
1) Change the default veterancy in some way, the downside is that it will apply to all units. and that's something I don't want. I want different for every unit.
2) i can change the UI - Info Text of the unit to what I want. the problem for this is that it will also hide the unit kills. so unless I know a way to link it back into the text itself (like you can link data values) this not gone work.
Any of you have an idea how I can do this?.
to keep it short
- I want to keep the kill score.
- I want to change the veterancy (including the word Rank)
- and need to be different on every unit
am kinda open for any suggestion (except clumsy options in trigger editor.)