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    posted a message on Applying casting unit attribute buffs to a summoned unit?

    No luck still on the validator so if anyone has any advice with the whole aura automatically turning on issue it would be great.

    Also, one last issue that's kind of off-topic but I don't want to make another thread for it. If my hero has an attribute that gives % spell damage, is there any way I can treat the damage of a summoned minion as his spell damage? I know I can set it to spell damage directly, but I'm not sure how I can include the summoning hero's spell damage buff into the minion's damage using the data editor.

    Posted in: Data
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    posted a message on Applying casting unit attribute buffs to a summoned unit?

    @DrSuperEvil: Go

    How would I go about creating such a validator? I can't find any good examples from the normal units / abilities to work from.

    Posted in: Data
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    posted a message on Applying casting unit attribute buffs to a summoned unit?

    @DrSuperEvil: Go

    Should it be flagged as Toggled On? It's flagged as Toggled and Transient at the moment.

    Also, could it be with the way the behavior is applied? I gave the unit the 4 behaviors like I normally do for a passive aura, and the 4 behaviors have attached requirements for the four levels. I think once the level is gained, the behavior is enabled because the requirements are met, and thus automatically applied. I'm not sure how to work around this though.

    Posted in: Data
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    posted a message on Applying casting unit attribute buffs to a summoned unit?

    @vailreth: Go

    I'm trying to create an ability with four levels that applies a buff to the casting unit and a different buff to units near the caster when the ability is active. So far what I've done is create a toggle ability that corresponds to four behaviors. Each behavior goes to a set effect,which in turn goes to an apply behavior (to the casting unit) and a search -> apply behavior (to nearby units).

    The ability is working right now, but for some reason when I learn the ability, the behavior is automatically applied. The switch is by default set to turning it on, so once I learn the ability, unless I want to use it right away, I have to click once to turn it on, then click again to turn it off.

    Quote from DrSuperEvil: Go

    You know you can make the Behavior ability levelable via a Learn ability which just emits the aura levels directly. You can even make the Behavior ability automatically on all the time for passive auras.

    1) Just have several buttons ontop of each other like the ghost and spectre buttons

    2) Give the ability itself the requirements and set the button state to restricted

    Nope probably something you have done wrong with the ability

    http://www.sc2mapster.com/wiki/galaxy/data/abilities/behavior/

    I know I can have a passive on all the time. I've already created an ability like that. This ability I want to be able to turn on or off as needed (since it also consumes energy while active). And yes I know I can make behaviors level-able, I've already done this for my other aura ability.

    At the moment the ability is working fine, applying the right buffs, draining the correct amount of energy, de-activating when energy is depleted. It just turns itself on whenever Iearn it.

    Posted in: Data
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    posted a message on Applying casting unit attribute buffs to a summoned unit?

    @StragusMapster: Go

    1) What about the Ability Command field? I'm still only given two options there, Aura Level 1 and De-activate. Do I need to create another button to take the spot of Aura Level 1? Or can I simply ignore it because it's just a default button?

    2) Where do I actually implement the show requirements for these buttons? On a passive ability, a field titled "requirements" appears, but for this ability the requirements field isn't appearing, and when I test the file, the button doesn't show up (actually, the learn button hasn't been showing up either but I think I might know what's wrong with that.)

    EDIT: Interesting. The trick is to actually skip the extra buttons, since apparently it automatically displays "skill name [level X]." Adding the level of the skill to the name and creating 4 buttons just yields "Aura level 4 [level 1]" and the level 4 tooltip when the aura is at level 1. >.<

    EDIT2: Okay so it's sort of working now. However, for some reason, the behavior is automatically applied once the skill is learned. I have to click the button twice to de-activate (first click officially activates it and switches the button to de-active, even though the skill is already active, benefiting my hero and draining my hero's energy). Anyone ever have this problem before?

    Posted in: Data
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    posted a message on Applying casting unit attribute buffs to a summoned unit?

    I've already created a passive aura ability that can be leveled up appropriately, but I'd like to be able to create another one that can be turned on and off. So far I have it structured sort of like my passive one, and sort of like the Ghost - Cloak ability.

    At the moment, this is how I have it structured.

    Ability - Behavior This is the aura ability itself Behaviors (aura level 1, 2, 3, and 4) One behavior for each level of the aura Commands (Turn On / Turn Off) This is almost exactly how the ghost version of this was structured, but I have changed the requirement for turning on to be a UseAura requirement (below)

    Each Behavior (1 through 4) leads to a periodic effect (0.2 period, effect auraset1, auraset2, auraset3, and auraset4) Auraset1, 2, 3, and 4 each include a "self" effect and "search" effect, "search" effect applies an "ally" effect "self" and "ally" effects lead to "self" and "ally" behaviors

    Each of the 4 "aura level x" behaviors has an "aura level x" requirement that requires that level to be earned. The "hero - learn" ability has this ability indexed as 2, a maximum charge of 4, and uses the learn aura button + tied to the aura ability The UseAura requirement for turning on this aura requires at least one level researched

    I was careful to try to emulate my existing aura and the existing cloak spell. However, I hit a problem with the command card. Unlike the passive aura I created, I can't simply stack the 4 buttons for the 4 different aura levels into the same button, with the appropriate requirement. In fact, there is no requirement field whatsoever. Also, under "ability command", I can only activate level 1, probably because this is the default value I set in the ability commands. However, there's no way to add another 3 commands for the other 3 levels.

    I'm kind of stumped at this point, since I'm not sure exactly how to work around this. Do I have to get rid of the other buttons and use only one button for this ability? Or am I simply using the wrong system if I wanted to have 4 levels + a de-activate command?

    Posted in: Data
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    posted a message on Creating a unit from scratch [Solved]

    @DrSuperEvil: Go

    I am swapping one for the other. A strength hero would use primary strength, normal agility, normal intelligence, and an agility hero would use primary agility, normal strength, and normal intelligence for instance. Primary strength would have one more effect than normal strength, and primary agility will have one more effect than normal agility.

    Posted in: Data
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    posted a message on Creating a unit from scratch [Solved]
    Quote from DrSuperEvil: Go

    Then what are you intending to do?

    At the moment I'm just having attributes scale with the unit's veterancy level. So, right now, a unit at level 1 might have 10 points in each attribute, and a level 2 might have 20 instead.

    If that's the case, wouldn't it be simpler to have two attribute behaviors for each attribute, and just use the appropriate version (primary versus non-primary) for each hero?

    Posted in: Data
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    posted a message on Creating a unit from scratch [Solved]
    Quote from DrSuperEvil: Go

    Depends on how you add the attributes. If you are using a buff to add them you can get that to add the damage directly so you would have 3 attributes and 6 buffs.

    If you want a choosable attribute system you will be using buffs to add the attributes anyhow.

    I see. That's different than what I had in mind but definitely a useful tip, cause that scenario isn't unlikely.

    Posted in: Data
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    posted a message on Abilities scaling with Attributes

    @Eiviyn: Go

    It's done via upgrades? Interesting... how exactly does that work though? The attributes don't seem to be upgrades, they appear like normal attributes and such.

    Posted in: Data
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    posted a message on Abilities scaling with Attributes

    After piecing together a lot of stuff from several tutorials and advice from helpful people here, I think I've got unit / hero creation down. I've also been able to declare attributes (behaviors) and apply them correctly, scaling them with veterancy. However, when I got to ability creation, I hit a roadblock.

    Right now I'm just trying to reproduce some of the stuff I've seen done in SotIS, Hero Attack and other MOBA SC2 maps. I've noticed in SotIS, some attacks scale with your attributes. For instance, Shadow.Geminus's Shade spell does a set amount of damage (which increases per level) plus a percentage of his Agility. When I was trying to design effects, I couldn't see how this can be implemented in the form of an effect. I searched through SC2Mapster + Starcraft II forums and found that some people did something similar using triggers. Upon the ability being used, it would take the relevant attribute and calculate the bonus damage from the attribute accordingly before applying it.

    Is this the best way to go about it? Or is there another way to manage it cleanly using just the data editor?

    Posted in: Data
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    posted a message on Creating a unit from scratch [Solved]
    Quote from DrSuperEvil: Go

    Yes, just look up my choosable attribute map as an example. Yes they can add a basic ammount while a hidden primary attribute buff adds the damage per attribute. As you need to add attributes with another behaviour like a buff or veterancy you can just get that to add your primary stuff.

    So, what you're saying is that each hero will have 4 attributes instead of 3, with the fourth one being their "primary" attribute and having the additional benefits? A strength hero will have "Strength - increases life by 21 for every 10 points" and then "Primary Strength - increases weapon damage by 1", then anything that boosts strength will add to both, and the second one is hidden?

    Wouldn't it be simpler just to give him 3 attributes and ignore the basic version of strength? So, create "Strength - increases life" and "Primary Strength - increases life and weapon damage," and apply the second one to a strength-based hero and the first one to other heroes?

    Posted in: Data
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    posted a message on Importing a Model and Texture if there's no .tga?

    Alright. Thanks.

    On a side note, I was playing around in the data editor when something kind of strange happened. I made a hero based off of Zeratul (duplicating almost everything). Everything was working for a while, but I had to rename my unit when something didn't quite work as planned.

    For some reason, after that change was made, the hero turned into a semisphere placeholder model instead. At first I thought it was a broken link, but all the links are appropriate. Then I found something quite odd. The Assets\Units\Protoss\Zeratul.m3 file itself was deleted somehow. The folder is there, but the previewer displays the file in that folder (Zeratul.m3) as a half sphere.

    Is there any way I can easily fix this?

    EDIT: Wow. Never mind. I reloaded the map and it's working again...

    Posted in: Artist Tavern
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    posted a message on Creating a unit from scratch [Solved]

    I've been watching the tutorials by OneTwoSC and there's something in the comments I'm a little bit confused about. Can anyone clarify this for me?

    "Is it possible to set attribute points differently for each hero like in Diablo 2, like a barbarian gets 2hp for 1strength point or a paladin getting 1hp and 1energy for 1 point in an attribute? Or is it all like W3 where heroes get same amount of hp per attribute point regardless of primary attribute? WFgrayflare"

    "@WFgrayflare No you can definitely make it different for each hero (use different attribute behaviors for EACH hero)... just more grunt work. OneTwoSC 1 month ago"

    I know this is possible since SotIS has done it, but I'm not 100% sure on the workings behind the mechanic. Say I wanted to use the same system as SotIS, where a hero has a primary attribute that yields something extra for that hero. Going by those comments, my understanding is that if I were to have three attributes normally (Strength / Intelligence / Agility), I would instead create six attributes, with a primary variant of each. Then a strength hero would use Primary Strength, Intelligence, and Agility for instance.

    Is this correct? If it is, items that increase, say, Agility, would have to increase both Agility and primary Agility, right? If the unit does not have the primary agility attribute, will the item simply not apply any bonuses to primary agility?

    Posted in: Data
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    posted a message on Creating a unit from scratch [Solved]

    Sort of off-topic but since I don't want to spam up the forum I guess I'll keep my questions to one thread.

    So I went ahead and instead of trying to build a unit from scratch, duplicated Zeratul and fixed all the references. It turned out to be easier than I thought it would be, since after toying around with it for most of yesterday I knew where most things were. I simply placed the unit into a test map besides the real Zeratul, and checked what parts were broken that way.

    I'm having trouble locating something specific though.

    In the map editor, when I select the unit, at the bottom left corner it describes the unit. For instance, Zeratul's description is "Zeratul is an elite Dark Templar with [...]" In game, this same description appears when I mouseover Zeratul's wireframe in the standard UI. I can't find this piece of text anywhere. I imagine its some sort of tooltip but it's not part of the standard unit actor as far as I can tell, or part of the unit. Anyone know where I can find this?

    Also, on a completely unrelated note, where is the xp value of a unit changed? This seems like a really stupid question and I feel like I'm missing something painfully obvious. :(

    EDIT: Wow. Never mind. I found the "Advanced values" button... and all my problems are solved just like that. This post definitely makes me look like an idiot now but I'll leave it in case anyone ever has the same problems and this helps them. :D

    Posted in: Data
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