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    posted a message on (Ability) Blink and Apply Buff

    Use a set effect for the target effect of the ability. In the set effect use the teleport effect and apply behavior effect with caster as target. Set behavior count to 3 in the apply behavior effect and make a behavior for your attacks. You will also have to make your unit's attack to remove 1 stack of this behavior (u can use switch or set effect) via a remove behavior effect. For the percentage damage increase - I'm sure u can do it with damage fraction modifier (modify in your behavior).

    Posted in: Data
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    posted a message on Weekly Data Exercise #6 - The Ubers

    Kueken kudos to you bro! That siege tank transformer is awesome! You sure have talent :)

    Posted in: Data
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    posted a message on I just watched the most awesomest movie ever.

    Hell yeah Memento is a sick movie. But TBH The Dark Knight is better. Best movie ever IMO.

    Posted in: Off-Topic
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    posted a message on [Model Showcase] Warcraft 3 Heros Revamped

    LoL man those pattens on Blademaster's feet are awesome!!!

    Posted in: Artist Tavern
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    posted a message on [Video, Data] Aura Abilities
    Quote from OneTwoSC: Go

    @Bifuu: Go

    This helped me a lot Bifuu... but with heroes who learn abilities... how would one go about it? In my map I have an aura... but I have to do an Ability of type Behavior and then give this to the Learn ability... and this ability of course has a behavior that does what you did etc... The issue is that Learn requires abilities and not behaviors.. and there's no passive ability.

    So right now the user has to toggle on and off their auras using my method of Behavior Abilities. Any solutions?

    Make a dummy ability that will be used just for the Learning and display process and give the mentioned unit the behaviours for all the levels of the aura with requirements counting "ability completed on unit" for the dummy ability. For example First Level behaviour will have requirement Ability "Aura Dummy" completed on unit equal to 1, Second level - requirement - ability completed on unit equal to 2 and so on.

    Posted in: Tutorials
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    posted a message on Wow, 60 bucks just for this game.

    This is All-In-One! Once you have Starcraft 2 in your hands you won't need to buy another game!

    Posted in: Off-Topic
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    posted a message on [Contest] Unit Spells

    Spell Contest Entry: Psi-slash

    Caster jumps around the battlefied 10 times, slashing nearby enemies and burning their energy into damage. Each slash deals damage equal to hero damage and burns 100% target mana into damage. Every consequent slash deals 60% more damage. Targets are random in allowed range. Caster is invulnerable during the act.

    Only data editor was used to create this spell. Triggers were not used in any way.

    Embed Removed: https://www.youtube.com/v/YqMa69Jk6rg?fs=1

    Download: http://www.sc2mapster.com/maps/psi-slash-contest-entry/

    Posted in: Project Workplace
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    posted a message on [Contest] Unit Spells
    Quote from Unabsurdity: Go

    Here I come with another one. And oh my.... beams, line searches, periodic offsets, it was pretty annoying to figure out using the "mash numbers until it works" method. My respect for the capabilities of the data editor grows, though. Spell Contest Entry: Surge

    The zealot sends a beam that traps the target in a stasis field and runs around it for 3 seconds. Any enemy unit that crosses the beam will receive a large amount of damage. After the field dissipates, the targeted unit dies.

    Done solely in the data editor, no triggers whatsoever.

    I won't claim actual melee usability here. It's a crazily overpowered show-off spell. But that's kind of the whole point :)

    No map upload?

    Posted in: Project Workplace
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    posted a message on [Contest] Unit Spells
    Quote from RileyStarcraft: Go

    gh0st00, I like your effect, but I'm curious - the marauder's attack normally doesn't splash but in that video the reflected projectiles are doing splash damage. Does your shield spell reflect ALL projectiles and you just modified the marauders attack, or does it only reflect that one particular projectile?

    kii064, is the orbiting path done via triggers, or via data editor?

    The orbiting effect is a custom trigger script I believe. Maybe the guy wants to keep it secret.

    Posted in: Project Workplace
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    posted a message on [Contest] Unit Spells

    The Wirlwind spell is good, although the spin speed is too slow mate. Try make it faster and damage ticks more frequent. Also some caster effect would be nice while whirling. Great stuff btw :)

    Posted in: Project Workplace
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    posted a message on [XML] How to Uberlisk

    Hi guys! It's a great tutorial but I have one question. I am trying to make a passive ability that adds a tentacle to the Uberlisk when it is leveled up E.G. Carapace Mutation - Level 1 - 2 tentacles, Carapace Mutation Level 2 - 3 tentacles etc.. Is it possible and if yes how? Thanks in advance and sorry if its wrong section im pretty new here.

    Posted in: Tutorials
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